Estecia
esteciawiki
https://estecia.miraheze.org/wiki/Main_Page
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1
1
2024-04-08T23:46:10Z
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Welcome to Miraheze!
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== Welcome to {{SITENAME}}! ==
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070d9e6457eab136df99905438a1f57c037772b0
3
1
2024-04-09T02:39:07Z
Dnavas
2
wikitext
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<div style="display:flex; justify-content: center; width:100%;">
<!-- Header -->
<div style="width:50%;">
<div max-width:100%; height:auto;">[[File:esteciabanner.jpg|700px|class=dynimg]]</div>
<p style="font-size:1.2em;">“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.” ― Victoria Lee, A Lesson in Vengeance</p>
</div>
</div>
__NOTOC__
== Welcome to {{SITENAME}}! ==
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=== For the bureaucrat(s) of this wiki ===
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You can immediately start working on your wiki or whenever you want.
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1539cf16727073b634ff1ff3cf232752e1f172ae
4
3
2024-04-09T02:46:13Z
Dnavas
2
wikitext
text/x-wiki
<div style="display:flex; justify-content: center; width:100%;">
<!-- Header -->
<div style="width:50%;">
<div max-width:100%; height:auto;">[[File:esteciabanner.jpg|700px|class=dynimg]]</div>
<p style="font-size:1.2em;">“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.” ― Victoria Lee, A Lesson in Vengeance</p>
[[test]]
</div>
</div>
__NOTOC__
== Welcome to {{SITENAME}}! ==
This Main Page was created automatically and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome to your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, we hope you will enjoy our hosting.
You can immediately start working on your wiki or whenever you want.
Need help? No problem! We will help you with your wiki as needed. To start, try checking out these helpful links:
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* [[meta:Special:MyLanguage/FAQ|Miraheze FAQ]]
* [[meta:Special:MyLanguage/Request features|Request settings changes on your wiki]]. (Extensions, Skin and Logo/Favicon changes should be done through [[Special:ManageWiki]] on your wiki, see [[meta:Special:MyLanguage/ManageWiki|ManageWiki]] for more information.)
==== I still don't understand X! ====
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2024-04-09T16:08:55Z
Dnavas
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wikitext
text/x-wiki
<div style="display:flex; justify-content: center; width:100%;">
<!-- Header -->
<div style="width:50%;">
<div max-width:100%; height:auto;">[[File:esteciabanner.jpg|700px|class=dynimg]]</div>
<p style="font-size:1.2em;"><i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br> ― Victoria Lee, A Lesson in Vengeance</p>
[[test]]
</div>
</div>
__NOTOC__
== Welcome to {{SITENAME}}! ==
This Main Page was created automatically and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome to your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, we hope you will enjoy our hosting.
You can immediately start working on your wiki or whenever you want.
Need help? No problem! We will help you with your wiki as needed. To start, try checking out these helpful links:
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==== I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we are still happy to help you. You can find us here:
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daa36d67327132acc6828c77a3e27b57d4f68d65
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2024-04-09T16:10:54Z
Dnavas
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wikitext
text/x-wiki
<div style="display:flex; justify-content: center; width:100%;">
<!-- Header -->
<div style="width:50%;">
<div max-width:100%; height:auto;">[[File:estecia.jpg|700px|class=dynimg]]</div>
<p style="font-size:1.2em;"><i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br> ― Victoria Lee, A Lesson in Vengeance</p>
[[test]]
</div>
</div>
__NOTOC__
== Welcome to {{SITENAME}}! ==
This Main Page was created automatically and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome to your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, we hope you will enjoy our hosting.
You can immediately start working on your wiki or whenever you want.
Need help? No problem! We will help you with your wiki as needed. To start, try checking out these helpful links:
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==== I still don't understand X! ====
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cd22fbd6a613018542eb17b326a9f403824f7c6b
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2024-04-09T16:11:08Z
Dnavas
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wikitext
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<div style="display:flex; justify-content: center; width:100%;">
<!-- Header -->
<div style="width:50%;">
<div max-width:100%; height:auto;">[[File:estecia.png|700px|class=dynimg]]</div>
<p style="font-size:1.2em;"><i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br> ― Victoria Lee, A Lesson in Vengeance</p>
[[test]]
</div>
</div>
__NOTOC__
== Welcome to {{SITENAME}}! ==
This Main Page was created automatically and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome to your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, we hope you will enjoy our hosting.
You can immediately start working on your wiki or whenever you want.
Need help? No problem! We will help you with your wiki as needed. To start, try checking out these helpful links:
* [[mw:Special:MyLanguage/Help:Contents|MediaWiki guide]] (e.g. navigation, editing, deleting pages, blocking users)
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==== I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we are still happy to help you. You can find us here:
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Hello, the default Main Page of this wiki (this page) has not yet been replaced by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check again later!
26c594966951f05804d3297bb1793226dbd5bea1
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2024-04-09T16:12:04Z
Dnavas
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wikitext
text/x-wiki
<div style="display:flex; justify-content: center; width:100%;">
<!-- Header -->
<div style="width:50%;">
<center>
<div max-width:100%; height:auto;">[[File:estecia.png|700px|class=dynimg]]</div>
</center>
<p style="font-size:1.2em;"><i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br> ― Victoria Lee, A Lesson in Vengeance</p>
[[test]]
</div>
</div>
__NOTOC__
== Welcome to {{SITENAME}}! ==
This Main Page was created automatically and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome to your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, we hope you will enjoy our hosting.
You can immediately start working on your wiki or whenever you want.
Need help? No problem! We will help you with your wiki as needed. To start, try checking out these helpful links:
* [[mw:Special:MyLanguage/Help:Contents|MediaWiki guide]] (e.g. navigation, editing, deleting pages, blocking users)
* [[meta:Special:MyLanguage/FAQ|Miraheze FAQ]]
* [[meta:Special:MyLanguage/Request features|Request settings changes on your wiki]]. (Extensions, Skin and Logo/Favicon changes should be done through [[Special:ManageWiki]] on your wiki, see [[meta:Special:MyLanguage/ManageWiki|ManageWiki]] for more information.)
==== I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we are still happy to help you. You can find us here:
* [[meta:Special:MyLanguage/Help center|On our own Miraheze wiki]]
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Hello, the default Main Page of this wiki (this page) has not yet been replaced by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check again later!
60429b4e57ac3c094c947c121d7fbca4676ab00d
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2024-04-09T16:19:28Z
Dnavas
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wikitext
text/x-wiki
<center>
[[File:Estecia.png|700px|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
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2024-04-09T16:38:42Z
Dnavas
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<center>
[[File:Estecia.png|700px|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
<br>
<center>
'''World and History'''
{| class="wikitable"
|-
| [[Timeline]] || [[High Houses]] || [[Factions]]
|}
</center>
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2024-04-09T17:02:46Z
Dnavas
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Protected "[[Main Page]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite)) [cascading]
wikitext
text/x-wiki
<center>
[[File:Estecia.png|700px|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
<br>
<center>
'''World and History'''
{| class="wikitable"
|-
| [[Timeline]] || [[High Houses]] || [[Factions]]
|}
</center>
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File:Estecia.png
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High Houses
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2024-04-09T16:43:05Z
Dnavas
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Created page with "In the year 444, King Radavan IX is assassinated, throwing Rune Midgard into chaos as it struggles to appoint another leader. After a series of assassinations of potential new rulers, it becomes clear that no one person or group will agree to a singular ruling entity. It is decided that the High Houses of Rune Midgard will share the responsibility of ruling, primarily ruling over the cities they preside over, but meeting annually for larger country-wide discussion...."
wikitext
text/x-wiki
In the year 444, King Radavan IX is assassinated, throwing Rune Midgard into chaos as it struggles to appoint another leader. After a series of assassinations of potential new rulers, it becomes clear that no one person or group will agree to a singular ruling entity. It is decided that the High Houses of Rune Midgard will share the responsibility of ruling, primarily ruling over the cities they preside over, but meeting annually for larger country-wide discussion.
[[House Zyquin]] rules over [[Izlude]] and [[Al de Baran]].
[[House Fontaine]] over [[Morroc]].
[[House Gilric]] over [[Geffen]].
[[House Voulroreth]] over [[Payon]] and [[Alberta]].
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2024-04-09T17:02:06Z
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Protected "[[High Houses]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
In the year 444, King Radavan IX is assassinated, throwing Rune Midgard into chaos as it struggles to appoint another leader. After a series of assassinations of potential new rulers, it becomes clear that no one person or group will agree to a singular ruling entity. It is decided that the High Houses of Rune Midgard will share the responsibility of ruling, primarily ruling over the cities they preside over, but meeting annually for larger country-wide discussion.
[[House Zyquin]] rules over [[Izlude]] and [[Al de Baran]].
[[House Fontaine]] over [[Morroc]].
[[House Gilric]] over [[Geffen]].
[[House Voulroreth]] over [[Payon]] and [[Alberta]].
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2024-04-09T20:11:00Z
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Changed protection settings for "[[High Houses]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite)) [cascading]
wikitext
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In the year 444, King Radavan IX is assassinated, throwing Rune Midgard into chaos as it struggles to appoint another leader. After a series of assassinations of potential new rulers, it becomes clear that no one person or group will agree to a singular ruling entity. It is decided that the High Houses of Rune Midgard will share the responsibility of ruling, primarily ruling over the cities they preside over, but meeting annually for larger country-wide discussion.
[[House Zyquin]] rules over [[Izlude]] and [[Al de Baran]].
[[House Fontaine]] over [[Morroc]].
[[House Gilric]] over [[Geffen]].
[[House Voulroreth]] over [[Payon]] and [[Alberta]].
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2024-04-09T23:36:51Z
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wikitext
text/x-wiki
In the year 444, [[King Radavan IX]] is assassinated, throwing [[Rune Midgard]] into chaos as it struggles to appoint another leader. After a series of assassinations of potential new rulers, it becomes clear that no one person or group will agree to a singular ruling entity. It is decided that the High Houses of Rune Midgard will share the responsibility of ruling, primarily ruling over the cities they preside over, but meeting annually for larger country-wide discussion.
[[House Zyquin]] rules over [[Izlude]] and [[Al de Baran]].
[[House Fontaine]] over [[Morroc]].
[[House Gilric]] over [[Geffen]].
[[House Voulroreth]] over [[Payon]] and [[Alberta]].
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House Zyquin
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2024-04-09T16:49:46Z
Dnavas
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Created page with "=== Lord and Connections: === '''Current Lord:''' Riniya Zyquin <br> '''Connections:''' Pjetur Zyquin (son) === House/Land Status:=== '''[[Al de Baran]] & [[Izlude]]:''' Stable === Relations:=== [[House Fontaine]]: Neutral [[House Voulroreth]]: Neutral [[House Gilric]]: Good RINIYA ZYQUIN A [[merfolk]] herself, Rinia Zyquin is the lord of [[Izlude]] and [[Al de Baran]], two large hubs for Merfolk. Riniya rules over her land well, and her people have minimal t..."
wikitext
text/x-wiki
=== Lord and Connections: ===
'''Current Lord:''' Riniya Zyquin
<br>
'''Connections:''' Pjetur Zyquin (son)
=== House/Land Status:===
'''[[Al de Baran]] & [[Izlude]]:''' Stable
=== Relations:===
[[House Fontaine]]: Neutral
[[House Voulroreth]]: Neutral
[[House Gilric]]: Good
RINIYA ZYQUIN
A [[merfolk]] herself, Rinia Zyquin is the lord of [[Izlude]] and [[Al de Baran]], two large hubs for Merfolk. Riniya rules over her land well, and her people have minimal to no complaints. Her son Pjetur is a well known Alchemist in Al de Baran and is sought out by many.
Where [[House Gilric]] excels at their research and advancements in the area of magic, House Zyquin excels at their research in the areas of flora and fauna.
BYLAN ISLAND
Bylan Island is the home of the merfolk and where their ancestors originated from. These days, an agreement is in place barring entrance to Bylan island, as its residents view it as a holy site and do not want it tainted by outsiders.
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<center>
=== Lord and Connections: ===
'''Current Lord:''' Riniya Zyquin
<br>
'''Connections:''' Pjetur Zyquin (son)
=== House/Land Status:===
'''[[Al de Baran]] & [[Izlude]]:''' Stable
=== Relations:===
[[House Fontaine]]: Neutral
[[House Voulroreth]]: Neutral
[[House Gilric]]: Good
RINIYA ZYQUIN
A [[merfolk]] herself, Rinia Zyquin is the lord of [[Izlude]] and [[Al de Baran]], two large hubs for Merfolk. Riniya rules over her land well, and her people have minimal to no complaints. Her son Pjetur is a well known Alchemist in Al de Baran and is sought out by many.
Where [[House Gilric]] excels at their research and advancements in the area of magic, House Zyquin excels at their research in the areas of flora and fauna.
BYLAN ISLAND
Bylan Island is the home of the merfolk and where their ancestors originated from. These days, an agreement is in place barring entrance to Bylan island, as its residents view it as a holy site and do not want it tainted by outsiders.
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2024-04-09T16:56:59Z
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[[File:Zyquinflag.png|700px|frameless|center]]
<center>
=== Lord and Connections: ===
'''Current Lord:''' Riniya Zyquin
<br>
'''Connections:''' Pjetur Zyquin (son)
=== House/Land Status:===
'''[[Al de Baran]] & [[Izlude]]:''' Stable
=== Relations:===
[[House Fontaine]]: Neutral
[[House Voulroreth]]: Neutral
[[House Gilric]]: Good
</center>
== RINIYA ZYQUIN ==
A [[merfolk]] herself, Rinia Zyquin is the lord of [[Izlude]] and [[Al de Baran]], two large hubs for Merfolk. Riniya rules over her land well, and her people have minimal to no complaints. Her son Pjetur is a well known Alchemist in Al de Baran and is sought out by many.
Where [[House Gilric]] excels at their research and advancements in the area of magic, House Zyquin excels at their research in the areas of flora and fauna.
== BYLAN ISLAND ==
Bylan Island is the home of the merfolk and where their ancestors originated from. These days, an agreement is in place barring entrance to Bylan island, as its residents view it as a holy site and do not want it tainted by outsiders.
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Protected "[[House Zyquin]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Zyquinflag.png|700px|frameless|center]]
<center>
=== Lord and Connections: ===
'''Current Lord:''' Riniya Zyquin
<br>
'''Connections:''' Pjetur Zyquin (son)
=== House/Land Status:===
'''[[Al de Baran]] & [[Izlude]]:''' Stable
=== Relations:===
[[House Fontaine]]: Neutral
[[House Voulroreth]]: Neutral
[[House Gilric]]: Good
</center>
== RINIYA ZYQUIN ==
A [[merfolk]] herself, Rinia Zyquin is the lord of [[Izlude]] and [[Al de Baran]], two large hubs for Merfolk. Riniya rules over her land well, and her people have minimal to no complaints. Her son Pjetur is a well known Alchemist in Al de Baran and is sought out by many.
Where [[House Gilric]] excels at their research and advancements in the area of magic, House Zyquin excels at their research in the areas of flora and fauna.
== BYLAN ISLAND ==
Bylan Island is the home of the merfolk and where their ancestors originated from. These days, an agreement is in place barring entrance to Bylan island, as its residents view it as a holy site and do not want it tainted by outsiders.
bce6b753757e55d110e1ae0d462351c8b6b8d792
20
19
2024-04-09T17:02:31Z
Dnavas
2
Changed protection settings for "[[House Zyquin]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite)) [cascading]
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[[File:Zyquinflag.png|700px|frameless|center]]
<center>
=== Lord and Connections: ===
'''Current Lord:''' Riniya Zyquin
<br>
'''Connections:''' Pjetur Zyquin (son)
=== House/Land Status:===
'''[[Al de Baran]] & [[Izlude]]:''' Stable
=== Relations:===
[[House Fontaine]]: Neutral
[[House Voulroreth]]: Neutral
[[House Gilric]]: Good
</center>
== RINIYA ZYQUIN ==
A [[merfolk]] herself, Rinia Zyquin is the lord of [[Izlude]] and [[Al de Baran]], two large hubs for Merfolk. Riniya rules over her land well, and her people have minimal to no complaints. Her son Pjetur is a well known Alchemist in Al de Baran and is sought out by many.
Where [[House Gilric]] excels at their research and advancements in the area of magic, House Zyquin excels at their research in the areas of flora and fauna.
== BYLAN ISLAND ==
Bylan Island is the home of the merfolk and where their ancestors originated from. These days, an agreement is in place barring entrance to Bylan island, as its residents view it as a holy site and do not want it tainted by outsiders.
bce6b753757e55d110e1ae0d462351c8b6b8d792
File:Zyquinflag.png
6
7
16
2024-04-09T16:55:24Z
Dnavas
2
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
Merfolk
0
8
22
2024-04-09T17:05:10Z
Dnavas
2
Created page with "Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from..."
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Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones.
=== Creating a Merfolk ===
For information on creating a Merfolk character, please visit [http://dnd5e.wikidot.com/lineage:merfolk the following page].
67188a18cc32bb7c9668add599ab854bedb138dc
23
22
2024-04-09T17:05:33Z
Dnavas
2
Protected "[[Merfolk]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite)) [cascading]
wikitext
text/x-wiki
Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones.
=== Creating a Merfolk ===
For information on creating a Merfolk character, please visit [http://dnd5e.wikidot.com/lineage:merfolk the following page].
67188a18cc32bb7c9668add599ab854bedb138dc
File:Fontaineflag.png
6
9
24
2024-04-09T20:02:50Z
Dnavas
2
wikitext
text/x-wiki
fontaine flag
d655b60830a8bf9b4dd358b9d324abcb65e78b17
House Fontaine
0
10
25
2024-04-09T20:03:33Z
Dnavas
2
Created page with "[[File:Fontaineflag.png|700px|frameless|center]] <br> === Lord and Connections: === Current Lord: [[Nicolo Fontaine]] <br> Connections: [[Zeb Perrin]] (Co-owner, The Obsidian Club) === House/Land Status: === '''Morroc''': Unstable === Relations: === [[House Gilric]]: Neutral [[House Voulroreth]]: Enemies [[House Zyquin]]: Neutral == NICOLO FONTAINE: == Having survived the war with [[House Voulroreth]], after the dust had settled, Nicolo Fontaine was found to b..."
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[[File:Fontaineflag.png|700px|frameless|center]]
<br>
=== Lord and Connections: ===
Current Lord: [[Nicolo Fontaine]]
<br>
Connections: [[Zeb Perrin]] (Co-owner, The Obsidian Club)
=== House/Land Status: ===
'''Morroc''': Unstable
=== Relations: ===
[[House Gilric]]: Neutral
[[House Voulroreth]]: Enemies
[[House Zyquin]]: Neutral
== NICOLO FONTAINE: ==
Having survived the war with [[House Voulroreth]], after the dust had settled, Nicolo Fontaine was found to be the only remaining living member of the Fontaine line and thus inherited power once House Voulroreth had been pushed out of Morroc's territory. Co-owner of the casino/night club "The Obsidian Club", Nicolo was not the people of Morroc's first choice to become their Lord, but he was still a score better than being ruled by House Voulroreth.
Nicolo is known as a bit of a wild-card and loose cannon when it comes to his management of Morroc. For example, he shows no sign of interest in curtailing the addiction his people have to Soot.
== THE OBSIDIAN CLUB: ==
The Obsidian Club, even during Voulroreth occupation, was one of the most visited locations on Morroc soil by people from all around the kingdom. A place of endless debauchery, it stands as the best place to encounter escorts, gamble away all your coin, and even make black market deals--or so it's rumored.
Even though there is talk of dealings of a nefarious nature, everyone seems to let that slide (even the Voulroreth army during its occupancy) as they'd rather enjoy the more devilish delights.
== RELATIONS WITH OTHER HOUSES: ==
House Fontaine, and [[Morroc]] itself, have poor relationships with the other houses and surrounding land. When House Voulroreth occupied Morroc, none came to their aid or even seemed to stand up and opposed the actions by House Voulroreth. This left a bitter taste in the mouths of the people of Morroc. Subsequently, over the years of occupation, it became clear that the Voulrorethians would treat those of [[Tabaxi]] descent far less favorably than other citizens of the region.
727d676ecf8d04a61a891b50b96bf1f7ccccdb6b
26
25
2024-04-09T20:04:03Z
Dnavas
2
Protected "[[House Fontaine]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite)) [cascading]
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[[File:Fontaineflag.png|700px|frameless|center]]
<br>
=== Lord and Connections: ===
Current Lord: [[Nicolo Fontaine]]
<br>
Connections: [[Zeb Perrin]] (Co-owner, The Obsidian Club)
=== House/Land Status: ===
'''Morroc''': Unstable
=== Relations: ===
[[House Gilric]]: Neutral
[[House Voulroreth]]: Enemies
[[House Zyquin]]: Neutral
== NICOLO FONTAINE: ==
Having survived the war with [[House Voulroreth]], after the dust had settled, Nicolo Fontaine was found to be the only remaining living member of the Fontaine line and thus inherited power once House Voulroreth had been pushed out of Morroc's territory. Co-owner of the casino/night club "The Obsidian Club", Nicolo was not the people of Morroc's first choice to become their Lord, but he was still a score better than being ruled by House Voulroreth.
Nicolo is known as a bit of a wild-card and loose cannon when it comes to his management of Morroc. For example, he shows no sign of interest in curtailing the addiction his people have to Soot.
== THE OBSIDIAN CLUB: ==
The Obsidian Club, even during Voulroreth occupation, was one of the most visited locations on Morroc soil by people from all around the kingdom. A place of endless debauchery, it stands as the best place to encounter escorts, gamble away all your coin, and even make black market deals--or so it's rumored.
Even though there is talk of dealings of a nefarious nature, everyone seems to let that slide (even the Voulroreth army during its occupancy) as they'd rather enjoy the more devilish delights.
== RELATIONS WITH OTHER HOUSES: ==
House Fontaine, and [[Morroc]] itself, have poor relationships with the other houses and surrounding land. When House Voulroreth occupied Morroc, none came to their aid or even seemed to stand up and opposed the actions by House Voulroreth. This left a bitter taste in the mouths of the people of Morroc. Subsequently, over the years of occupation, it became clear that the Voulrorethians would treat those of [[Tabaxi]] descent far less favorably than other citizens of the region.
727d676ecf8d04a61a891b50b96bf1f7ccccdb6b
30
26
2024-04-09T20:09:53Z
Dnavas
2
/* NICOLO FONTAINE: */
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[[File:Fontaineflag.png|700px|frameless|center]]
<br>
=== Lord and Connections: ===
Current Lord: [[Nicolo Fontaine]]
<br>
Connections: [[Zeb Perrin]] (Co-owner, The Obsidian Club)
=== House/Land Status: ===
'''Morroc''': Unstable
=== Relations: ===
[[House Gilric]]: Neutral
[[House Voulroreth]]: Enemies
[[House Zyquin]]: Neutral
== NICOLO FONTAINE: ==
Having survived the war with [[House Voulroreth]], after the dust had settled, Nicolo Fontaine was found to be the only remaining living member of the Fontaine line and thus inherited power once House Voulroreth had been pushed out of Morroc's territory. Co-owner of the casino/night club "The Obsidian Club", Nicolo was not the people of Morroc's first choice to become their Lord, but he was still a score better than being ruled by House Voulroreth.
Nicolo is known as a bit of a wild-card and loose cannon when it comes to his management of Morroc. For example, he shows no sign of interest in curtailing the addiction his people have to [[Soot]].
== THE OBSIDIAN CLUB: ==
The Obsidian Club, even during Voulroreth occupation, was one of the most visited locations on Morroc soil by people from all around the kingdom. A place of endless debauchery, it stands as the best place to encounter escorts, gamble away all your coin, and even make black market deals--or so it's rumored.
Even though there is talk of dealings of a nefarious nature, everyone seems to let that slide (even the Voulroreth army during its occupancy) as they'd rather enjoy the more devilish delights.
== RELATIONS WITH OTHER HOUSES: ==
House Fontaine, and [[Morroc]] itself, have poor relationships with the other houses and surrounding land. When House Voulroreth occupied Morroc, none came to their aid or even seemed to stand up and opposed the actions by House Voulroreth. This left a bitter taste in the mouths of the people of Morroc. Subsequently, over the years of occupation, it became clear that the Voulrorethians would treat those of [[Tabaxi]] descent far less favorably than other citizens of the region.
99ccb37763a15a2beae3bed30de74c7d5049bf3c
Tabaxi
0
11
27
2024-04-09T20:06:16Z
Dnavas
2
Created page with "Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as other folk do, not exhibiting the feline behavior the Cat Lord intended. Tabaxi’s appearance is as varied as their attitudes. Some tabaxi have features or patte..."
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Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as other folk do, not exhibiting the feline behavior the Cat Lord intended.
Tabaxi’s appearance is as varied as their attitudes. Some tabaxi have features or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like a house cat. Still others have unique patterns or might style their fur to their preferences — or might even be hairless!
=== Playing a Tabaxi ===
For more information on playing a Tabaxi, please [http://dnd5e.wikidot.com/lineage:tabaxi visit the following site.]
edc41285a722b13130dc199817c8cffd874877e1
28
27
2024-04-09T20:08:44Z
Dnavas
2
wikitext
text/x-wiki
=== 5e Information ===
Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as other folk do, not exhibiting the feline behavior the Cat Lord intended.
Tabaxi’s appearance is as varied as their attitudes. Some tabaxi have features or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like a house cat. Still others have unique patterns or might style their fur to their preferences — or might even be hairless!
=== Estecia Relevant Information ===
In [[Rune Midgard]], the majority of the Tabaxi live within the territories under [[House Fontaine]] control, such as [[Morroc]].
=== Playing a Tabaxi ===
For more information on playing a Tabaxi, please [http://dnd5e.wikidot.com/lineage:tabaxi visit the following site.]
f3ed97c3249b49a102cb8abb2a70c8a9e43d8d20
29
28
2024-04-09T20:09:00Z
Dnavas
2
Protected "[[Tabaxi]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite)) [cascading]
wikitext
text/x-wiki
=== 5e Information ===
Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as other folk do, not exhibiting the feline behavior the Cat Lord intended.
Tabaxi’s appearance is as varied as their attitudes. Some tabaxi have features or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like a house cat. Still others have unique patterns or might style their fur to their preferences — or might even be hairless!
=== Estecia Relevant Information ===
In [[Rune Midgard]], the majority of the Tabaxi live within the territories under [[House Fontaine]] control, such as [[Morroc]].
=== Playing a Tabaxi ===
For more information on playing a Tabaxi, please [http://dnd5e.wikidot.com/lineage:tabaxi visit the following site.]
f3ed97c3249b49a102cb8abb2a70c8a9e43d8d20
King Radavan IX
0
12
33
2024-04-09T23:46:48Z
Dnavas
2
Created page with "In the heart of [[Rune Midgard]], amidst the swirling currents of political intrigue and clandestine dealings, the life of King Radavan stood as a testament to the complexities of power and the fragility of trust. A figure revered by some and reviled by others, King Radavan's reign was marked by whispers of corruption and whispers that spoke of his alleged collusion with foreign powers to parcel out the sacred lands of Rune Midgard. As the sun dipped beneath the horizon..."
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In the heart of [[Rune Midgard]], amidst the swirling currents of political intrigue and clandestine dealings, the life of King Radavan stood as a testament to the complexities of power and the fragility of trust. A figure revered by some and reviled by others, King Radavan's reign was marked by whispers of corruption and whispers that spoke of his alleged collusion with foreign powers to parcel out the sacred lands of Rune Midgard.
As the sun dipped beneath the horizon, casting its dying light upon the capital city of [[Prontera]], little did it's people know of what was to come. [[Cassian Vaulteez]], an ordinary dock worker from [[Izlude]], had long harbored grievances against King Radavan, viewing him as the embodiment of all that was wrong with their beloved realm.
In a daring act that would reverberate throughout the annals of Rune Midgard's history, Cassian Vaulteez, driven by a fervent belief in justice, orchestrated the assassination of Radavan by poisoning a newly arrived shipment of [[Ambermist Mead]]; a mead that only the king himself could dare afford. With this action, he sought to sever the tendrils of corruption that had ensnared their nation and restore honor to their land.
Yet, as the echoes of the fatal deed faded into the night, Rune Midgard found itself plunged into turmoil. The death of King Radavan ignited a maelstrom of chaos, sparking riots and upheaval as the people grappled with the fallout of his demise. In the wake of tragedy, questions lingered like shadows in the minds of all who bore witness: Was Radavan truly guilty of the crimes laid at his feet, or had he become a sacrificial lamb in a game of power and deception?
2dd63e9ca7aa524d32ffc55aa4e0d82c9f752edb
38
33
2024-04-10T00:00:04Z
Dnavas
2
Protected "[[King Radavan IX]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite)) [cascading]
wikitext
text/x-wiki
In the heart of [[Rune Midgard]], amidst the swirling currents of political intrigue and clandestine dealings, the life of King Radavan stood as a testament to the complexities of power and the fragility of trust. A figure revered by some and reviled by others, King Radavan's reign was marked by whispers of corruption and whispers that spoke of his alleged collusion with foreign powers to parcel out the sacred lands of Rune Midgard.
As the sun dipped beneath the horizon, casting its dying light upon the capital city of [[Prontera]], little did it's people know of what was to come. [[Cassian Vaulteez]], an ordinary dock worker from [[Izlude]], had long harbored grievances against King Radavan, viewing him as the embodiment of all that was wrong with their beloved realm.
In a daring act that would reverberate throughout the annals of Rune Midgard's history, Cassian Vaulteez, driven by a fervent belief in justice, orchestrated the assassination of Radavan by poisoning a newly arrived shipment of [[Ambermist Mead]]; a mead that only the king himself could dare afford. With this action, he sought to sever the tendrils of corruption that had ensnared their nation and restore honor to their land.
Yet, as the echoes of the fatal deed faded into the night, Rune Midgard found itself plunged into turmoil. The death of King Radavan ignited a maelstrom of chaos, sparking riots and upheaval as the people grappled with the fallout of his demise. In the wake of tragedy, questions lingered like shadows in the minds of all who bore witness: Was Radavan truly guilty of the crimes laid at his feet, or had he become a sacrificial lamb in a game of power and deception?
2dd63e9ca7aa524d32ffc55aa4e0d82c9f752edb
Cassian Vaulteez
0
13
34
2024-04-09T23:51:54Z
Dnavas
2
Created page with "== Background == Cassian Vaulteez was born into the humble surroundings of [[Rune Midgard]]'s port city of [[Izlude]], where he spent his formative years laboring as a dock worker. Despite the simplicity of his upbringing, Cassian possessed an indomitable spirit and an innate sense of justice that burned brightly within him. == Ambition and Determination == Cassian harbored a deep-seated desire to liberate his homeland from the clutches of a corrupt monarchy who would p..."
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== Background ==
Cassian Vaulteez was born into the humble surroundings of [[Rune Midgard]]'s port city of [[Izlude]], where he spent his formative years laboring as a dock worker. Despite the simplicity of his upbringing, Cassian possessed an indomitable spirit and an innate sense of justice that burned brightly within him.
== Ambition and Determination ==
Cassian harbored a deep-seated desire to liberate his homeland from the clutches of a corrupt monarchy who would potentially sell their lands off, piecemeal, to foreign powers. Driven by this potential injustice and longing to restore honor to his people, he devoted himself wholeheartedly his plan to assassinate [[King Radavan IX]].
77c5f21d5db1d680be1eb925ae140a4eef334e20
35
34
2024-04-09T23:53:13Z
Dnavas
2
wikitext
text/x-wiki
== Background ==
Cassian Vaulteez was born into the humble surroundings of [[Rune Midgard]]'s port city of [[Izlude]], where he spent his formative years laboring as a dock worker. Despite the simplicity of his upbringing, Cassian possessed an indomitable spirit and an innate sense of justice that burned brightly within him.
== Ambition and Determination ==
Cassian harbored a deep-seated desire to liberate his homeland from the clutches of a corrupt monarchy who would potentially sell their lands off, piecemeal, to foreign powers. Driven by this potential injustice and longing to restore honor to his people, he devoted himself wholeheartedly his plan to assassinate [[King Radavan IX]].
== Complex Morality ==
While Cassian's actions may have been driven by noble intentions, his method blurred the lines between right and wrong. As he delved deeper into his plan, he grappled with the moral implications of his choices, torn between the necessity of violence and the sanctity of life.
cdfdf28f1a9d46f0009707d662619654520c1da5
Izlude
0
14
36
2024-04-09T23:59:22Z
Dnavas
2
Created page with "The Port City of Izlude stands as a bustling hub of trade, maritime activity, and cultural exchange within the realm of [[Rune Midgard]]. Located strategically along the coastline, Izlude boasts a rich tapestry of history, tradition, and commerce that draws travelers and merchants from far and wide. == Maritime Legacy == With its roots deeply intertwined with the sea, Izlude has a long and storied maritime legacy. From the bustling docks where ships from distant lands u..."
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The Port City of Izlude stands as a bustling hub of trade, maritime activity, and cultural exchange within the realm of [[Rune Midgard]]. Located strategically along the coastline, Izlude boasts a rich tapestry of history, tradition, and commerce that draws travelers and merchants from far and wide.
== Maritime Legacy ==
With its roots deeply intertwined with the sea, Izlude has a long and storied maritime legacy. From the bustling docks where ships from distant lands unload their exotic wares to the rhythmic chants of sailors as they hoist their sails, the city pulsates with the ebb and flow of the tides.
== Trade and Commerce ==
At the heart of Izlude lies its vibrant marketplace, a bustling labyrinth of stalls and shops where merchants ply their trade. Here, the air is thick with the scent of spices, the clang of metal, and the chatter of negotiations as buyers and sellers haggle over goods from every corner of the realm.
== Cultural Melting Pot ==
As a gateway between lands, Izlude serves as a melting pot of cultures, where travelers and traders from diverse backgrounds converge. Visitors are treated to a kaleidoscope of sights, sounds, and flavors, from the savory delicacies of distant lands to the vibrant colors of traditional garb.
== Strategic Importance ==
Beyond its role as a center of commerce and culture, Izlude holds strategic significance within the realm of Rune Midgard. Its position along the coastline affords it a vital role in maritime trade and defense, making it a key player in the geopolitics of the region.
== Landmarks and Attractions ==
Izlude boasts a wealth of landmarks and attractions that showcase its rich heritage. From the imposing [[Keep of the Crimson Nail]], which stands as a sentinel overlooking the city, to the serene Izlude Beach where weary travelers find respite in the gentle embrace of the sea, there is no shortage of wonders to explore.
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37
36
2024-04-09T23:59:43Z
Dnavas
2
Protected "[[Izlude]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
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The Port City of Izlude stands as a bustling hub of trade, maritime activity, and cultural exchange within the realm of [[Rune Midgard]]. Located strategically along the coastline, Izlude boasts a rich tapestry of history, tradition, and commerce that draws travelers and merchants from far and wide.
== Maritime Legacy ==
With its roots deeply intertwined with the sea, Izlude has a long and storied maritime legacy. From the bustling docks where ships from distant lands unload their exotic wares to the rhythmic chants of sailors as they hoist their sails, the city pulsates with the ebb and flow of the tides.
== Trade and Commerce ==
At the heart of Izlude lies its vibrant marketplace, a bustling labyrinth of stalls and shops where merchants ply their trade. Here, the air is thick with the scent of spices, the clang of metal, and the chatter of negotiations as buyers and sellers haggle over goods from every corner of the realm.
== Cultural Melting Pot ==
As a gateway between lands, Izlude serves as a melting pot of cultures, where travelers and traders from diverse backgrounds converge. Visitors are treated to a kaleidoscope of sights, sounds, and flavors, from the savory delicacies of distant lands to the vibrant colors of traditional garb.
== Strategic Importance ==
Beyond its role as a center of commerce and culture, Izlude holds strategic significance within the realm of Rune Midgard. Its position along the coastline affords it a vital role in maritime trade and defense, making it a key player in the geopolitics of the region.
== Landmarks and Attractions ==
Izlude boasts a wealth of landmarks and attractions that showcase its rich heritage. From the imposing [[Keep of the Crimson Nail]], which stands as a sentinel overlooking the city, to the serene Izlude Beach where weary travelers find respite in the gentle embrace of the sea, there is no shortage of wonders to explore.
2e251cfe35a62a03a9db9e6b55a2486fc5bfead2
39
37
2024-04-10T00:02:31Z
Dnavas
2
/* Landmarks and Attractions */
wikitext
text/x-wiki
The Port City of Izlude stands as a bustling hub of trade, maritime activity, and cultural exchange within the realm of [[Rune Midgard]]. Located strategically along the coastline, Izlude boasts a rich tapestry of history, tradition, and commerce that draws travelers and merchants from far and wide.
== Maritime Legacy ==
With its roots deeply intertwined with the sea, Izlude has a long and storied maritime legacy. From the bustling docks where ships from distant lands unload their exotic wares to the rhythmic chants of sailors as they hoist their sails, the city pulsates with the ebb and flow of the tides.
== Trade and Commerce ==
At the heart of Izlude lies its vibrant marketplace, a bustling labyrinth of stalls and shops where merchants ply their trade. Here, the air is thick with the scent of spices, the clang of metal, and the chatter of negotiations as buyers and sellers haggle over goods from every corner of the realm.
== Cultural Melting Pot ==
As a gateway between lands, Izlude serves as a melting pot of cultures, where travelers and traders from diverse backgrounds converge. Visitors are treated to a kaleidoscope of sights, sounds, and flavors, from the savory delicacies of distant lands to the vibrant colors of traditional garb.
== Strategic Importance ==
Beyond its role as a center of commerce and culture, Izlude holds strategic significance within the realm of Rune Midgard. Its position along the coastline affords it a vital role in maritime trade and defense, making it a key player in the geopolitics of the region.
== Landmarks and Attractions ==
Izlude boasts a wealth of landmarks and attractions that showcase its rich heritage. From the imposing Keep of the [[Crimson Nail]], which stands as a sentinel overlooking the city, to the serene Izlude Beach where weary travelers find respite in the gentle embrace of the sea, there is no shortage of wonders to explore.
ca6f4e4a0650c415be90ea3073861873e434e68b
48
39
2024-04-10T00:28:22Z
Dnavas
2
wikitext
text/x-wiki
[[File:Izlude.png|frame|left]]
The Port City of Izlude stands as a bustling hub of trade, maritime activity, and cultural exchange within the realm of [[Rune Midgard]]. Located strategically along the coastline, Izlude boasts a rich tapestry of history, tradition, and commerce that draws travelers and merchants from far and wide.
== Maritime Legacy ==
With its roots deeply intertwined with the sea, Izlude has a long and storied maritime legacy. From the bustling docks where ships from distant lands unload their exotic wares to the rhythmic chants of sailors as they hoist their sails, the city pulsates with the ebb and flow of the tides.
== Trade and Commerce ==
At the heart of Izlude lies its vibrant marketplace, a bustling labyrinth of stalls and shops where merchants ply their trade. Here, the air is thick with the scent of spices, the clang of metal, and the chatter of negotiations as buyers and sellers haggle over goods from every corner of the realm.
== Cultural Melting Pot ==
As a gateway between lands, Izlude serves as a melting pot of cultures, where travelers and traders from diverse backgrounds converge. Visitors are treated to a kaleidoscope of sights, sounds, and flavors, from the savory delicacies of distant lands to the vibrant colors of traditional garb.
== Strategic Importance ==
Beyond its role as a center of commerce and culture, Izlude holds strategic significance within the realm of Rune Midgard. Its position along the coastline affords it a vital role in maritime trade and defense, making it a key player in the geopolitics of the region.
== Landmarks and Attractions ==
Izlude boasts a wealth of landmarks and attractions that showcase its rich heritage. From the imposing Keep of the [[Crimson Nail]], which stands as a sentinel overlooking the city, to the serene Izlude Beach where weary travelers find respite in the gentle embrace of the sea, there is no shortage of wonders to explore.
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Ambermist Mead
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Created page with "Amidst the rolling hills and ancient forests of the realm, there exists a storied elixir coveted by kings and sought after by adventurers—the legendary Ambermist Mead. Crafted by the enigmatic mages of [[House Gilric]], this exquisite libation is said to possess unparalleled richness and depth, transcending the bounds of ordinary mead to become a symbol of opulence and refinement."
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Amidst the rolling hills and ancient forests of the realm, there exists a storied elixir coveted by kings and sought after by adventurers—the legendary Ambermist Mead. Crafted by the enigmatic mages of [[House Gilric]], this exquisite libation is said to possess unparalleled richness and depth, transcending the bounds of ordinary mead to become a symbol of opulence and refinement.
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2024-04-10T00:08:06Z
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Amidst the rolling hills and ancient forests of the realm, there exists a storied elixir coveted by kings and sought after by adventurers—the legendary Ambermist Mead. Crafted by the enigmatic mages of [[House Gilric]], this exquisite libation is said to possess unparalleled richness and depth, transcending the bounds of ordinary mead to become a symbol of opulence and refinement.
== Origin of Mastery ==
The origins of Ambermist Mead can be traced back to the golden age of [[House Gilric]], a noble lineage renowned for their mastery of arcane arts and alchemical wonders.
== A Quest for Perfection ==
Driven by a relentless pursuit of perfection, the mages of House Gilric labored tirelessly, experimenting with rare botanicals, mystical incantations, and ancient brewing techniques passed down through generations. Guided by intuition and boundless creativity, they wove spells of enchantment into each batch of mead, infusing it with the essence of the natural world and the mysteries of the arcane.
== The Elixir of Kings ==
As whispers of their alchemical prowess spread far and wide, the demand for Ambermist Mead soared to unprecedented heights, attracting the attention of monarchs, nobles, and adventurers from every corner of the realm. With its beguiling aroma and intoxicating flavor, Ambermist Mead became a symbol of prestige and power, gracing the tables of kings and adorning the feasts of the elite.
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Protected "[[Ambermist Mead]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
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Amidst the rolling hills and ancient forests of the realm, there exists a storied elixir coveted by kings and sought after by adventurers—the legendary Ambermist Mead. Crafted by the enigmatic mages of [[House Gilric]], this exquisite libation is said to possess unparalleled richness and depth, transcending the bounds of ordinary mead to become a symbol of opulence and refinement.
== Origin of Mastery ==
The origins of Ambermist Mead can be traced back to the golden age of [[House Gilric]], a noble lineage renowned for their mastery of arcane arts and alchemical wonders.
== A Quest for Perfection ==
Driven by a relentless pursuit of perfection, the mages of House Gilric labored tirelessly, experimenting with rare botanicals, mystical incantations, and ancient brewing techniques passed down through generations. Guided by intuition and boundless creativity, they wove spells of enchantment into each batch of mead, infusing it with the essence of the natural world and the mysteries of the arcane.
== The Elixir of Kings ==
As whispers of their alchemical prowess spread far and wide, the demand for Ambermist Mead soared to unprecedented heights, attracting the attention of monarchs, nobles, and adventurers from every corner of the realm. With its beguiling aroma and intoxicating flavor, Ambermist Mead became a symbol of prestige and power, gracing the tables of kings and adorning the feasts of the elite.
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[[File:Ambermist mead.png|250px|frame|left]]
Amidst the rolling hills and ancient forests of the realm, there exists a storied elixir coveted by kings and sought after by adventurers—the legendary Ambermist Mead. Crafted by the enigmatic mages of [[House Gilric]], this exquisite libation is said to possess unparalleled richness and depth, transcending the bounds of ordinary mead to become a symbol of opulence and refinement.
== Origin of Mastery ==
The origins of Ambermist Mead can be traced back to the golden age of [[House Gilric]], a noble lineage renowned for their mastery of arcane arts and alchemical wonders.
== A Quest for Perfection ==
Driven by a relentless pursuit of perfection, the mages of House Gilric labored tirelessly, experimenting with rare botanicals, mystical incantations, and ancient brewing techniques passed down through generations. Guided by intuition and boundless creativity, they wove spells of enchantment into each batch of mead, infusing it with the essence of the natural world and the mysteries of the arcane.
== The Elixir of Kings ==
As whispers of their alchemical prowess spread far and wide, the demand for Ambermist Mead soared to unprecedented heights, attracting the attention of monarchs, nobles, and adventurers from every corner of the realm. With its beguiling aroma and intoxicating flavor, Ambermist Mead became a symbol of prestige and power, gracing the tables of kings and adorning the feasts of the elite.
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[[File:Ambermist mead.png|50px|frame|left]]
Amidst the rolling hills and ancient forests of the realm, there exists a storied elixir coveted by kings and sought after by adventurers—the legendary Ambermist Mead. Crafted by the enigmatic mages of [[House Gilric]], this exquisite libation is said to possess unparalleled richness and depth, transcending the bounds of ordinary mead to become a symbol of opulence and refinement.
<br>
<br>
== Origin of Mastery ==
The origins of Ambermist Mead can be traced back to the golden age of [[House Gilric]], a noble lineage renowned for their mastery of arcane arts and alchemical wonders.
== A Quest for Perfection ==
Driven by a relentless pursuit of perfection, the mages of House Gilric labored tirelessly, experimenting with rare botanicals, mystical incantations, and ancient brewing techniques passed down through generations. Guided by intuition and boundless creativity, they wove spells of enchantment into each batch of mead, infusing it with the essence of the natural world and the mysteries of the arcane.
== The Elixir of Kings ==
As whispers of their alchemical prowess spread far and wide, the demand for Ambermist Mead soared to unprecedented heights, attracting the attention of monarchs, nobles, and adventurers from every corner of the realm. With its beguiling aroma and intoxicating flavor, Ambermist Mead became a symbol of prestige and power, gracing the tables of kings and adorning the feasts of the elite.
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File:Ambermist mead.png
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Ambermist mead
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File:Izlude.png
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File:Crimson nail.png
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Crimson nail
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Crimson Nail
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Created page with "[[File:Crimson nail.png|frame|left]]"
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[[File:Crimson nail.png|frame|left]]
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Prontera
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Created page with " Prontera, the majestic capital city of [[Rune Midgard]], stands as a testament to grandeur and diversity. With its towering spires and bustling streets, Prontera is a beacon of civilization, drawing in travelers and locals alike with its vibrant energy. Renowned for its aristocratic society, Prontera is a realm where elegance and tradition blend seamlessly. However, what truly sets Prontera apart is its rich spiritual tapestry. Within its walls lie a multitude of templ..."
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Prontera, the majestic capital city of [[Rune Midgard]], stands as a testament to grandeur and diversity. With its towering spires and bustling streets, Prontera is a beacon of civilization, drawing in travelers and locals alike with its vibrant energy. Renowned for its aristocratic society, Prontera is a realm where elegance and tradition blend seamlessly.
However, what truly sets Prontera apart is its rich spiritual tapestry. Within its walls lie a multitude of temples and shrines dedicated to an array of gods, each revered by devout followers. From the grandiose halls to serene sanctuaries, the city serves as a sacred hub where faith intertwines with daily life.
Amidst the clamor of commerce and the whispers of the devout, Prontera stands as a symbol of unity, where people from all walks of life converge in pursuit of their dreams and divine guidance.
== The Market District ==
A bustling hub of commerce and culture, the Market District teems with life and activity. Here, visitors can explore a myriad of stalls selling everything from exotic spices to enchanted trinkets. Street performers entertain crowds with music and dance, while aromatic scents from food vendors tempt passersby.
== Royal Palace ==
The seat of power in Prontera, the Royal Palace stands as a symbol of authority and prestige. Visitors can tour its opulent chambers adorned with priceless art and artifacts, learn about the history of the kingdom, or attend formal events and receptions hosted by the royal family.
== The Museum of Ancient Relics ==
A treasure trove of history and archaeology, the Museum of Ancient Relics showcases artifacts from Rune Midgard's storied past. From ancient runes to majestic weapons of old, visitors can marvel at the wonders of antiquity and gain insight into the kingdom's rich heritage.
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Protected "[[Prontera]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
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text/x-wiki
Prontera, the majestic capital city of [[Rune Midgard]], stands as a testament to grandeur and diversity. With its towering spires and bustling streets, Prontera is a beacon of civilization, drawing in travelers and locals alike with its vibrant energy. Renowned for its aristocratic society, Prontera is a realm where elegance and tradition blend seamlessly.
However, what truly sets Prontera apart is its rich spiritual tapestry. Within its walls lie a multitude of temples and shrines dedicated to an array of gods, each revered by devout followers. From the grandiose halls to serene sanctuaries, the city serves as a sacred hub where faith intertwines with daily life.
Amidst the clamor of commerce and the whispers of the devout, Prontera stands as a symbol of unity, where people from all walks of life converge in pursuit of their dreams and divine guidance.
== The Market District ==
A bustling hub of commerce and culture, the Market District teems with life and activity. Here, visitors can explore a myriad of stalls selling everything from exotic spices to enchanted trinkets. Street performers entertain crowds with music and dance, while aromatic scents from food vendors tempt passersby.
== Royal Palace ==
The seat of power in Prontera, the Royal Palace stands as a symbol of authority and prestige. Visitors can tour its opulent chambers adorned with priceless art and artifacts, learn about the history of the kingdom, or attend formal events and receptions hosted by the royal family.
== The Museum of Ancient Relics ==
A treasure trove of history and archaeology, the Museum of Ancient Relics showcases artifacts from Rune Midgard's storied past. From ancient runes to majestic weapons of old, visitors can marvel at the wonders of antiquity and gain insight into the kingdom's rich heritage.
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Rune Midgard
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2024-04-10T22:15:41Z
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Created page with "Rune Midgard, a vast continent shrouded in legend and history, is a land of great beauty and profound intrigue. Surrounded by the azure expanse of the [[Grethis Sea]], it has long been a realm of prosperity and power, once ruled by a line of revered kings. == Political Upheaval and the Seige of Morroc == However, the tranquil reign of Rune Midgard was shattered by the dark shadow of betrayal and political upheaval. Following the assassination of [[King Radavan IX]], the..."
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Rune Midgard, a vast continent shrouded in legend and history, is a land of great beauty and profound intrigue. Surrounded by the azure expanse of the [[Grethis Sea]], it has long been a realm of prosperity and power, once ruled by a line of revered kings.
== Political Upheaval and the Seige of Morroc ==
However, the tranquil reign of Rune Midgard was shattered by the dark shadow of betrayal and political upheaval. Following the assassination of [[King Radavan IX]], the kingdom was plunged into chaos, torn apart by the ambitions of four powerful high houses: [[House Zyquin]], [[House Voulroreth]], [[House Gilric]], and [[House Fontaine]].
For generations, these noble houses vied for control, each seeking to claim dominion over the fractured land. Yet, it was the treachery of House Voulroreth that would leave an indelible mark on Rune Midgard's history. In a ruthless bid for power, they waged war against House Fontaine, seizing control of the city of Morroc, it's surrounding lands, and subjecting its people to two centuries of merciless subjugation.
The once-thriving city now languished under the oppressive yoke of House Voulroreth, its inhabitants trapped in a cycle of despair and servitude. As whispers of rebellion echoed through the streets, House Fontaine's fate hung in the balance, its future uncertain amidst the turmoil of political strife and ancient rivalries. After 200 years, a successful rebellion freed the people of Morroc from House Voulroreth's occupancy, but some say House Voulroreth has never given up on reacquiring Morroc and it's surrounding lands.
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Protected "[[Rune Midgard]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
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text/x-wiki
Rune Midgard, a vast continent shrouded in legend and history, is a land of great beauty and profound intrigue. Surrounded by the azure expanse of the [[Grethis Sea]], it has long been a realm of prosperity and power, once ruled by a line of revered kings.
== Political Upheaval and the Seige of Morroc ==
However, the tranquil reign of Rune Midgard was shattered by the dark shadow of betrayal and political upheaval. Following the assassination of [[King Radavan IX]], the kingdom was plunged into chaos, torn apart by the ambitions of four powerful high houses: [[House Zyquin]], [[House Voulroreth]], [[House Gilric]], and [[House Fontaine]].
For generations, these noble houses vied for control, each seeking to claim dominion over the fractured land. Yet, it was the treachery of House Voulroreth that would leave an indelible mark on Rune Midgard's history. In a ruthless bid for power, they waged war against House Fontaine, seizing control of the city of Morroc, it's surrounding lands, and subjecting its people to two centuries of merciless subjugation.
The once-thriving city now languished under the oppressive yoke of House Voulroreth, its inhabitants trapped in a cycle of despair and servitude. As whispers of rebellion echoed through the streets, House Fontaine's fate hung in the balance, its future uncertain amidst the turmoil of political strife and ancient rivalries. After 200 years, a successful rebellion freed the people of Morroc from House Voulroreth's occupancy, but some say House Voulroreth has never given up on reacquiring Morroc and it's surrounding lands.
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[[File:Runemidgardglobe.png|frame|left]]
Rune Midgard, a vast continent shrouded in legend and history, is a land of great beauty and profound intrigue. Surrounded by the azure expanse of the [[Grethis Sea]], it has long been a realm of prosperity and power, once ruled by a line of revered kings.
== Political Upheaval and the Seige of Morroc ==
However, the tranquil reign of Rune Midgard was shattered by the dark shadow of betrayal and political upheaval. Following the assassination of [[King Radavan IX]], the kingdom was plunged into chaos, torn apart by the ambitions of four powerful high houses: [[House Zyquin]], [[House Voulroreth]], [[House Gilric]], and [[House Fontaine]].
For generations, these noble houses vied for control, each seeking to claim dominion over the fractured land. Yet, it was the treachery of House Voulroreth that would leave an indelible mark on Rune Midgard's history. In a ruthless bid for power, they waged war against House Fontaine, seizing control of the city of Morroc, it's surrounding lands, and subjecting its people to two centuries of merciless subjugation.
The once-thriving city now languished under the oppressive yoke of House Voulroreth, its inhabitants trapped in a cycle of despair and servitude. As whispers of rebellion echoed through the streets, House Fontaine's fate hung in the balance, its future uncertain amidst the turmoil of political strife and ancient rivalries. After 200 years, a successful rebellion freed the people of Morroc from House Voulroreth's occupancy, but some say House Voulroreth has never given up on reacquiring Morroc and it's surrounding lands.
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File:Grethis sea.png
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Grethis sea
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Grethis Sea
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Created page with "[[File:Grethis sea.png|frame|left]] The Grethis Sea, a vast expanse of azure waters stretching as far as the eye can see, holds within its depths a tapestry of mystery and danger. Named after the ancient sea deity [[Grethis]], said to reside in its darkest abysses, this fabled sea is both revered and feared by sailors and scholars alike. Legends speak of forgotten civilizations lying beneath its waves, of treasures beyond imagining waiting to be discovered, and of creat..."
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[[File:Grethis sea.png|frame|left]]
The Grethis Sea, a vast expanse of azure waters stretching as far as the eye can see, holds within its depths a tapestry of mystery and danger. Named after the ancient sea deity [[Grethis]], said to reside in its darkest abysses, this fabled sea is both revered and feared by sailors and scholars alike. Legends speak of forgotten civilizations lying beneath its waves, of treasures beyond imagining waiting to be discovered, and of creatures of myth and nightmare lurking in its shadows.
== The Leviathans: ==
Among the many perils that haunt the Grethis Sea, none are as feared as the leviathans. These colossal sea monsters, said to be the spawn of Grethis herself, are the stuff of sailors' nightmares. With scales as hard as iron and jaws capable of swallowing ships whole, they strike terror into the hearts of even the most seasoned mariners.
== The Fate of the Stormbringer ==
The crew of the Stormbringer, a seasoned band of adventurers, set sail upon the Grethis Sea in search of fame and fortune. Their ship, renowned for its speed and agility, sliced through the waves with ease as they pursued rumors of a lost city hidden beneath the sea's depths. But their journey would be cut short by the sudden appearance of a monstrous leviathan, its massive form rising from the depths like a specter of doom. Despite their valiant efforts to fend off the beast, the Stormbringer was no match for the creature's fury. With a deafening roar, the leviathan dragged the ship beneath the waves, claiming the lives of all who sailed aboard her.
== The Tragedy of the Meridian's Fortune ==
The crew of the merchant vessel Meridian's Fortune had long plied the trade routes of the Grethis Sea, their ship laden with goods from distant lands. As they made their journey homeward, their holds filled with riches beyond compare, they were beset by a fearsome leviathan unlike any they had ever encountered. Desperate to protect their cargo, the crew fought bravely against the beast, but their efforts were in vain. With a thunderous crash, the leviathan smashed the Meridian's Fortune to splinters, sending her crew tumbling into the churning depths below. Only a handful of survivors would live to tell the tale, their voices haunted by the memory of the monstrous creature that had brought their ship to ruin.
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File:Grethis.png
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Grethis
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Grethis
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Created page with "[[File:Grethis.png|frameless|left]] == Origins of Grethis == In the annals of maritime folklore, the ancient sea deity Grethis looms as a formidable and enigmatic figure, her essence intertwined with the very fabric of the oceans. Revered by sailors and coastal communities alike, Grethis is said to embody both the tempestuous fury and boundless depths of the sea. == The Dawn of Creation == According to legend, Grethis emerged from the primordial chaos at the dawn of..."
wikitext
text/x-wiki
[[File:Grethis.png|frameless|left]]
== Origins of Grethis ==
In the annals of maritime folklore, the ancient sea deity Grethis looms as a formidable and enigmatic figure, her essence intertwined with the very fabric of the oceans. Revered by sailors and coastal communities alike, Grethis is said to embody both the tempestuous fury and boundless depths of the sea.
== The Dawn of Creation ==
According to legend, Grethis emerged from the primordial chaos at the dawn of creation, a being of immense power and inscrutable will. With a flick of her mighty tail, she shaped the seas and tides, carving out vast underwater realms and populating them with creatures of her design. From the tranquil shallows to the abyssal depths, her domain extended, and her influence was felt by all who ventured upon the waters.
== The Deity's Influence ==
Yet Grethis was not merely a capricious force of nature; she was also a deity of great wisdom and foresight. Sailors would offer prayers and sacrifices to her before embarking on perilous voyages, seeking her blessing and protection against the myriad dangers that lurked beneath the waves. In return, Grethis would grant them safe passage or unleash her wrath upon those who dared to defy her will.
==Mystery Surrounding Grethis ==
But for all her power, Grethis was a deity of mystery, her motives and desires inscrutable to mortal minds. Some whispered that she harbored a deep-seated anger towards humanity for their reckless exploitation of her domain, while others believed that she viewed sailors as mere pawns in her eternal game of chaos and order.
== Enduring Legacy ==
As the centuries passed, tales of Grethis became woven into the fabric of maritime lore, her name invoked in songs and stories passed down from generation to generation. Though her true nature remains shrouded in mystery, one thing is certain: as long as the seas continue to churn and the waves crash upon the shore, the legend of Grethis will endure, an eternal reminder of the untamed power of the ocean depths.
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Protected "[[Grethis]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
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[[File:Grethis.png|frameless|left]]
== Origins of Grethis ==
In the annals of maritime folklore, the ancient sea deity Grethis looms as a formidable and enigmatic figure, her essence intertwined with the very fabric of the oceans. Revered by sailors and coastal communities alike, Grethis is said to embody both the tempestuous fury and boundless depths of the sea.
== The Dawn of Creation ==
According to legend, Grethis emerged from the primordial chaos at the dawn of creation, a being of immense power and inscrutable will. With a flick of her mighty tail, she shaped the seas and tides, carving out vast underwater realms and populating them with creatures of her design. From the tranquil shallows to the abyssal depths, her domain extended, and her influence was felt by all who ventured upon the waters.
== The Deity's Influence ==
Yet Grethis was not merely a capricious force of nature; she was also a deity of great wisdom and foresight. Sailors would offer prayers and sacrifices to her before embarking on perilous voyages, seeking her blessing and protection against the myriad dangers that lurked beneath the waves. In return, Grethis would grant them safe passage or unleash her wrath upon those who dared to defy her will.
==Mystery Surrounding Grethis ==
But for all her power, Grethis was a deity of mystery, her motives and desires inscrutable to mortal minds. Some whispered that she harbored a deep-seated anger towards humanity for their reckless exploitation of her domain, while others believed that she viewed sailors as mere pawns in her eternal game of chaos and order.
== Enduring Legacy ==
As the centuries passed, tales of Grethis became woven into the fabric of maritime lore, her name invoked in songs and stories passed down from generation to generation. Though her true nature remains shrouded in mystery, one thing is certain: as long as the seas continue to churn and the waves crash upon the shore, the legend of Grethis will endure, an eternal reminder of the untamed power of the ocean depths.
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text/x-wiki
[[File:Grethis.png|frame|left]]
== Origins of Grethis ==
In the annals of maritime folklore, the ancient sea deity Grethis looms as a formidable and enigmatic figure, her essence intertwined with the very fabric of the oceans. Revered by sailors and coastal communities alike, Grethis is said to embody both the tempestuous fury and boundless depths of the sea.
== The Dawn of Creation ==
According to legend, Grethis emerged from the primordial chaos at the dawn of creation, a being of immense power and inscrutable will. With a flick of her mighty tail, she shaped the seas and tides, carving out vast underwater realms and populating them with creatures of her design. From the tranquil shallows to the abyssal depths, her domain extended, and her influence was felt by all who ventured upon the waters.
== The Deity's Influence ==
Yet Grethis was not merely a capricious force of nature; she was also a deity of great wisdom and foresight. Sailors would offer prayers and sacrifices to her before embarking on perilous voyages, seeking her blessing and protection against the myriad dangers that lurked beneath the waves. In return, Grethis would grant them safe passage or unleash her wrath upon those who dared to defy her will.
==Mystery Surrounding Grethis ==
But for all her power, Grethis was a deity of mystery, her motives and desires inscrutable to mortal minds. Some whispered that she harbored a deep-seated anger towards humanity for their reckless exploitation of her domain, while others believed that she viewed sailors as mere pawns in her eternal game of chaos and order.
== Enduring Legacy ==
As the centuries passed, tales of Grethis became woven into the fabric of maritime lore, her name invoked in songs and stories passed down from generation to generation. Though her true nature remains shrouded in mystery, one thing is certain: as long as the seas continue to churn and the waves crash upon the shore, the legend of Grethis will endure, an eternal reminder of the untamed power of the ocean depths.
4cb819a600953628c5c48591f18f88c825e21057
65
63
2024-04-11T00:17:16Z
Dnavas
2
wikitext
text/x-wiki
[[File:Grethis.png|frame|left]]
== Origins of Grethis ==
In the annals of maritime folklore, the ancient sea deity Grethis looms as a formidable and enigmatic figure, her essence intertwined with the very fabric of the oceans. Revered by sailors and coastal communities alike, Grethis is said to embody both the tempestuous fury and boundless depths of the sea.
== The Dawn of Creation ==
According to legend, Grethis emerged from the primordial chaos at the dawn of creation, a being of immense power and inscrutable will. With a flick of her mighty tail, she shaped the seas and tides, carving out vast underwater realms and populating them with creatures of her design. From the tranquil shallows to the abyssal depths, her domain extended, and her influence was felt by all who ventured upon the waters.
== The Deity's Influence ==
Yet Grethis was not merely a capricious force of nature; she was also a deity of great wisdom and foresight. Sailors would offer prayers and sacrifices to her before embarking on perilous voyages, seeking her blessing and protection against the myriad dangers that lurked beneath the waves. In return, Grethis would grant them safe passage or unleash her wrath upon those who dared to defy her will.
==Mystery Surrounding Grethis ==
But for all her power, Grethis was a deity of mystery, her motives and desires inscrutable to mortal minds. Some whispered that she harbored a deep-seated anger towards humanity for their reckless exploitation of her domain, while others believed that she viewed sailors as mere pawns in her eternal game of chaos and order.
== Enduring Legacy ==
As the centuries passed, tales of Grethis became woven into the fabric of maritime lore, her name invoked in songs and stories passed down from generation to generation. Though her true nature remains shrouded in mystery, one thing is certain: as long as the seas continue to churn and the waves crash upon the shore, the legend of Grethis will endure, an eternal reminder of the untamed power of the ocean depths.
== Grethis' Creations ==
Three known Leviathan have been encountered in the Grethis sea.
=== Jolvothur ===
A colossal cephalopod with tentacles that stretch for miles, Jolvothur is said to dwell in the deepest trenches of the ocean. Its enormous size and fearsome strength make it a force to be reckoned with, capable of dragging entire ships into the abyss with its powerful grasp.
=== Dogmanuth ===
This massive sea serpent is said to command the fury of the tempests, its very presence heralding tumultuous weather and raging storms. With scales as hard as iron and eyes that gleam with lightning, the Dogmanuth strikes fear into the hearts of sailors who dare to cross its path.
=== Bar'anith ===
The Bar'anith is a colossal whale-like creature that traverses the ocean depths with ease, causing massive tidal waves to rise and fall in its wake. Its sheer size and power make it a force of nature to be reckoned with, capable of reshaping coastlines and wreaking havoc upon unsuspecting coastal communities.
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66
65
2024-04-11T00:17:36Z
Dnavas
2
/* Grethis' Creations */
wikitext
text/x-wiki
[[File:Grethis.png|frame|left]]
== Origins of Grethis ==
In the annals of maritime folklore, the ancient sea deity Grethis looms as a formidable and enigmatic figure, her essence intertwined with the very fabric of the oceans. Revered by sailors and coastal communities alike, Grethis is said to embody both the tempestuous fury and boundless depths of the sea.
== The Dawn of Creation ==
According to legend, Grethis emerged from the primordial chaos at the dawn of creation, a being of immense power and inscrutable will. With a flick of her mighty tail, she shaped the seas and tides, carving out vast underwater realms and populating them with creatures of her design. From the tranquil shallows to the abyssal depths, her domain extended, and her influence was felt by all who ventured upon the waters.
== The Deity's Influence ==
Yet Grethis was not merely a capricious force of nature; she was also a deity of great wisdom and foresight. Sailors would offer prayers and sacrifices to her before embarking on perilous voyages, seeking her blessing and protection against the myriad dangers that lurked beneath the waves. In return, Grethis would grant them safe passage or unleash her wrath upon those who dared to defy her will.
==Mystery Surrounding Grethis ==
But for all her power, Grethis was a deity of mystery, her motives and desires inscrutable to mortal minds. Some whispered that she harbored a deep-seated anger towards humanity for their reckless exploitation of her domain, while others believed that she viewed sailors as mere pawns in her eternal game of chaos and order.
== Enduring Legacy ==
As the centuries passed, tales of Grethis became woven into the fabric of maritime lore, her name invoked in songs and stories passed down from generation to generation. Though her true nature remains shrouded in mystery, one thing is certain: as long as the seas continue to churn and the waves crash upon the shore, the legend of Grethis will endure, an eternal reminder of the untamed power of the ocean depths.
== Grethis' Creations ==
Three known Leviathan have been encountered in the Grethis sea.
=== Jolvothur ===
A colossal cephalopod with tentacles that stretch for miles, Jolvothur is said to dwell in the deepest trenches of the ocean. Its enormous size and fearsome strength make it a force to be reckoned with, capable of dragging entire ships into the abyss with its powerful grasp.
=== Dogmanuth ===
This massive sea serpent is said to command the fury of the tempests, its very presence heralding tumultuous weather and raging storms. With scales as hard as iron and eyes that gleam with lightning, the Dogmanuth strikes fear into the hearts of sailors who dare to cross its path.
=== Bar'anith ===
Bar'anith is a colossal whale-like creature that traverses the ocean depths with ease, causing massive tidal waves to rise and fall in its wake. Its sheer size and power make it a force of nature to be reckoned with, capable of reshaping coastlines and wreaking havoc upon unsuspecting coastal communities.
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67
66
2024-04-11T00:18:10Z
Dnavas
2
/* Dogmanuth */
wikitext
text/x-wiki
[[File:Grethis.png|frame|left]]
== Origins of Grethis ==
In the annals of maritime folklore, the ancient sea deity Grethis looms as a formidable and enigmatic figure, her essence intertwined with the very fabric of the oceans. Revered by sailors and coastal communities alike, Grethis is said to embody both the tempestuous fury and boundless depths of the sea.
== The Dawn of Creation ==
According to legend, Grethis emerged from the primordial chaos at the dawn of creation, a being of immense power and inscrutable will. With a flick of her mighty tail, she shaped the seas and tides, carving out vast underwater realms and populating them with creatures of her design. From the tranquil shallows to the abyssal depths, her domain extended, and her influence was felt by all who ventured upon the waters.
== The Deity's Influence ==
Yet Grethis was not merely a capricious force of nature; she was also a deity of great wisdom and foresight. Sailors would offer prayers and sacrifices to her before embarking on perilous voyages, seeking her blessing and protection against the myriad dangers that lurked beneath the waves. In return, Grethis would grant them safe passage or unleash her wrath upon those who dared to defy her will.
==Mystery Surrounding Grethis ==
But for all her power, Grethis was a deity of mystery, her motives and desires inscrutable to mortal minds. Some whispered that she harbored a deep-seated anger towards humanity for their reckless exploitation of her domain, while others believed that she viewed sailors as mere pawns in her eternal game of chaos and order.
== Enduring Legacy ==
As the centuries passed, tales of Grethis became woven into the fabric of maritime lore, her name invoked in songs and stories passed down from generation to generation. Though her true nature remains shrouded in mystery, one thing is certain: as long as the seas continue to churn and the waves crash upon the shore, the legend of Grethis will endure, an eternal reminder of the untamed power of the ocean depths.
== Grethis' Creations ==
Three known Leviathan have been encountered in the Grethis sea.
=== Jolvothur ===
A colossal cephalopod with tentacles that stretch for miles, Jolvothur is said to dwell in the deepest trenches of the ocean. Its enormous size and fearsome strength make it a force to be reckoned with, capable of dragging entire ships into the abyss with its powerful grasp.
=== Dogmanuth ===
This massive sea serpent is said to command the fury of the tempests, its very presence heralding tumultuous weather and raging storms. With scales as hard as iron and eyes that gleam with lightning, Dogmanuth strikes fear into the hearts of sailors who dare to cross its path.
=== Bar'anith ===
Bar'anith is a colossal whale-like creature that traverses the ocean depths with ease, causing massive tidal waves to rise and fall in its wake. Its sheer size and power make it a force of nature to be reckoned with, capable of reshaping coastlines and wreaking havoc upon unsuspecting coastal communities.
9d71248982160af34febbf835ec1588ce0fce1ab
Main Page
0
1
64
21
2024-04-10T22:37:15Z
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<center>
[[File:Estecia.png|700px|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
<br>
<center>
'''World and History'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Factions]]
|}
</center>
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Dnavas
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<center>
[[File:Estecia.png|700px|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
<br>
<center>
'''World and History'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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House Voulroreth
0
30
69
2024-04-11T00:30:07Z
Dnavas
2
Created page with "[[File:Voulrorethflag.png|500px|frame|left]] == Lord and Connections == <b>Current Lord:</b> Gunnlaif Voulroreth <b>Connections:</b> Skavold Voulroreth (son) Freyja Voulroreth (daughter) <b>House/Land Status:</b> [[Payon]]: Very Stable [[Alberta]]: Very Stable <b>Relations:</b> [[House Fontaine]]: Enemies [[House Gilric]]: Minimally positive [[House Zyquin]]: Neutral == GUNNLAIF VOULRORETH: == The head of House Voulroreth, Gunnlaif is as terrifying as his..."
wikitext
text/x-wiki
[[File:Voulrorethflag.png|500px|frame|left]]
== Lord and Connections ==
<b>Current Lord:</b>
Gunnlaif Voulroreth
<b>Connections:</b>
Skavold Voulroreth (son)
Freyja Voulroreth (daughter)
<b>House/Land Status:</b>
[[Payon]]: Very Stable
[[Alberta]]: Very Stable
<b>Relations:</b>
[[House Fontaine]]: Enemies
[[House Gilric]]: Minimally positive
[[House Zyquin]]: Neutral
== GUNNLAIF VOULRORETH: ==
The head of House Voulroreth, Gunnlaif is as terrifying as his horns are large. He runs the house under an iron fist, and many suspect that is why it is so successful at what it does. While Gunnlaif has given up the mantle of leadership in the military, he is still feared by many. His daughter, Frejya, now holds the title of military general. Gunnlaif remains in Payon at the Chalimstrad, working through what moves to make next alongside his son, Skavold, their chief strategist.
== THE CHALIMSTRAD: ==
An elite military academy housed within House Voulroreth territory, the Chalimstrad is the best-of-the-best when it comes to places one would train to become a fighter.
During the time of House Voulroreth's occupancy of [[Morroc]] they would remove eligible boys from the home and force them to attend the Chalimstrad. There, they would be broken of their allegiance to Morroc and return after graduation as Voulroreth loyalists who would continue to hold the territory for the house.
== RELATIONS WITH OTHER HOUSES: ==
In a word: tenuous. Due to their great military power there is the chance that, if they desired to, they could march into any territory veritably unopposed. The other houses have tried to bolster up their own militaries but they still pale in comparison. Voulroreth is neutral with House Zyquin, not bothering to meddle in the affairs of the tradesmen. They are undoubtedly enemies with House Fontaine, whose land they held under an iron boot for 200 years. They are minimally positive with House Gilric, though the nature of that relationship is subject to much public interest.
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72
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2024-04-11T00:35:43Z
Dnavas
2
wikitext
text/x-wiki
[[File:Voulrorethflag.png|frame|left]]
== Lord and Connections ==
<b>Current Lord:</b>
Gunnlaif Voulroreth
<b>Connections:</b>
Skavold Voulroreth (son)
<br>
Freyja Voulroreth (daughter)
<b>House/Land Status:</b>
[[Payon]]: Very Stable
<br>
[[Alberta]]: Very Stable
<b>Relations:</b>
[[House Fontaine]]: Enemies
<br>
[[House Gilric]]: Minimally positive
<br>
[[House Zyquin]]: Neutral
== GUNNLAIF VOULRORETH: ==
The head of House Voulroreth, Gunnlaif is as terrifying as his horns are large. He runs the house under an iron fist, and many suspect that is why it is so successful at what it does. While Gunnlaif has given up the mantle of leadership in the military, he is still feared by many. His daughter, Frejya, now holds the title of military general. Gunnlaif remains in Payon at the Chalimstrad, working through what moves to make next alongside his son, Skavold, their chief strategist.
== THE CHALIMSTRAD: ==
An elite military academy housed within House Voulroreth territory, the Chalimstrad is the best-of-the-best when it comes to places one would train to become a fighter.
During the time of House Voulroreth's occupancy of [[Morroc]] they would remove eligible boys from the home and force them to attend the Chalimstrad. There, they would be broken of their allegiance to Morroc and return after graduation as Voulroreth loyalists who would continue to hold the territory for the house.
== RELATIONS WITH OTHER HOUSES: ==
In a word: tenuous. Due to their great military power there is the chance that, if they desired to, they could march into any territory veritably unopposed. The other houses have tried to bolster up their own militaries but they still pale in comparison. Voulroreth is neutral with House Zyquin, not bothering to meddle in the affairs of the tradesmen. They are undoubtedly enemies with House Fontaine, whose land they held under an iron boot for 200 years. They are minimally positive with House Gilric, though the nature of that relationship is subject to much public interest.
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73
72
2024-04-11T00:36:06Z
Dnavas
2
/* Lord and Connections */
wikitext
text/x-wiki
[[File:Voulrorethflag.png|frame|left]]
== Lord and Connections ==
<b>Current Lord:</b>
Gunnlaif Voulroreth
<b>Connections:</b>
<br>
Skavold Voulroreth (son)
<br>
Freyja Voulroreth (daughter)
<b>House/Land Status:</b>
<br>
[[Payon]]: Very Stable
<br>
[[Alberta]]: Very Stable
<b>Relations:</b>
<br>
[[House Fontaine]]: Enemies
<br>
[[House Gilric]]: Minimally positive
<br>
[[House Zyquin]]: Neutral
== GUNNLAIF VOULRORETH: ==
The head of House Voulroreth, Gunnlaif is as terrifying as his horns are large. He runs the house under an iron fist, and many suspect that is why it is so successful at what it does. While Gunnlaif has given up the mantle of leadership in the military, he is still feared by many. His daughter, Frejya, now holds the title of military general. Gunnlaif remains in Payon at the Chalimstrad, working through what moves to make next alongside his son, Skavold, their chief strategist.
== THE CHALIMSTRAD: ==
An elite military academy housed within House Voulroreth territory, the Chalimstrad is the best-of-the-best when it comes to places one would train to become a fighter.
During the time of House Voulroreth's occupancy of [[Morroc]] they would remove eligible boys from the home and force them to attend the Chalimstrad. There, they would be broken of their allegiance to Morroc and return after graduation as Voulroreth loyalists who would continue to hold the territory for the house.
== RELATIONS WITH OTHER HOUSES: ==
In a word: tenuous. Due to their great military power there is the chance that, if they desired to, they could march into any territory veritably unopposed. The other houses have tried to bolster up their own militaries but they still pale in comparison. Voulroreth is neutral with House Zyquin, not bothering to meddle in the affairs of the tradesmen. They are undoubtedly enemies with House Fontaine, whose land they held under an iron boot for 200 years. They are minimally positive with House Gilric, though the nature of that relationship is subject to much public interest.
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2024-04-11T00:36:41Z
Dnavas
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/* Lord and Connections */
wikitext
text/x-wiki
[[File:Voulrorethflag.png|frame|left]]
== Lord and Connections ==
<b>Current Lord:</b>
<br>
Gunnlaif Voulroreth
<b>Connections:</b>
<br>
Skavold Voulroreth (son)
<br>
Freyja Voulroreth (daughter)
<b>House/Land Status:</b>
<br>
[[Payon]]: Very Stable
<br>
[[Alberta]]: Very Stable
<b>Relations:</b>
<br>
[[House Fontaine]]: Enemies
<br>
[[House Gilric]]: Minimally positive
<br>
[[House Zyquin]]: Neutral
== GUNNLAIF VOULRORETH: ==
The head of House Voulroreth, Gunnlaif is as terrifying as his horns are large. He runs the house under an iron fist, and many suspect that is why it is so successful at what it does. While Gunnlaif has given up the mantle of leadership in the military, he is still feared by many. His daughter, Frejya, now holds the title of military general. Gunnlaif remains in Payon at the Chalimstrad, working through what moves to make next alongside his son, Skavold, their chief strategist.
== THE CHALIMSTRAD: ==
An elite military academy housed within House Voulroreth territory, the Chalimstrad is the best-of-the-best when it comes to places one would train to become a fighter.
During the time of House Voulroreth's occupancy of [[Morroc]] they would remove eligible boys from the home and force them to attend the Chalimstrad. There, they would be broken of their allegiance to Morroc and return after graduation as Voulroreth loyalists who would continue to hold the territory for the house.
== RELATIONS WITH OTHER HOUSES: ==
In a word: tenuous. Due to their great military power there is the chance that, if they desired to, they could march into any territory veritably unopposed. The other houses have tried to bolster up their own militaries but they still pale in comparison. Voulroreth is neutral with House Zyquin, not bothering to meddle in the affairs of the tradesmen. They are undoubtedly enemies with House Fontaine, whose land they held under an iron boot for 200 years. They are minimally positive with House Gilric, though the nature of that relationship is subject to much public interest.
8111a0d4091d6440f9cb7c75f66276e4807782aa
75
74
2024-04-11T00:41:00Z
Dnavas
2
wikitext
text/x-wiki
[[File:Voulrorethflag.png|frame|left]]
== Lord and Connections ==
<b>Current Lord:</b>
<br>
Gunnlaif Voulroreth
<b>Connections:</b>
<br>
Skavold Voulroreth (son)
<br>
Freyja Voulroreth (daughter)
<b>House/Land Status:</b>
<br>
[[Payon]]: Very Stable
<br>
[[Alberta]]: Very Stable
<b>Relations:</b>
<br>
[[House Fontaine]]: Enemies
<br>
[[House Gilric]]: Minimally positive
<br>
[[House Zyquin]]: Neutral
== Gunnlaif Voulroreth ==
The head of House Voulroreth, Gunnlaif is as terrifying as his horns are large. He runs the house under an iron fist, and many suspect that is why it is so successful at what it does. While Gunnlaif has given up the mantle of leadership in the military, he is still feared by many. His daughter, Frejya, now holds the title of military general. Gunnlaif remains in Payon at the Chalimstrad, working through what moves to make next alongside his son, Skavold, their chief strategist.
== The Chalimstrad ==
An elite military academy housed within House Voulroreth territory, the Chalimstrad is the best-of-the-best when it comes to places one would train to become a fighter.
During the time of House Voulroreth's occupancy of [[Morroc]] they would remove eligible boys from the home and force them to attend the Chalimstrad. There, they would be broken of their allegiance to Morroc and return after graduation as Voulroreth loyalists who would continue to hold the territory for the house.
==The Siege of Morroc ==
From House Voulroreth's perspective, it was a calculated move for securing the future of Rune Midgard. In a strategic maneuver to consolidate power and ensure stability, they launched a decisive campaign against House Fontaine, claiming control over the strategic city of Morroc and its surrounding lands.
In their eyes, Under House Voulroreth's rule, Morroc flourished as a beacon of prosperity and order. Though some may speak of subjugation, it was necessary to maintain law and order in turbulent times. The people of Morroc benefited from the firm governance provided by House Voulroreth, even if some viewed it as oppressive.
Yet, as whispers of rebellion began to stir, House Voulroreth remained steadfast in its commitment to maintaining control. The fate of Morroc hung in the balance, its future uncertain amidst the turmoil of political strife and ancient rivalries. Even after two centuries of occupancy, House Voulroreth's resolve remained unshaken, determined to safeguard their interests.
Though a successful rebellion eventually freed Morroc from House Voulroreth's grasp, the legacy of their rule lingered. Some speculate that House Voulroreth has never truly abandoned its ambitions to reclaim Morroc and its surrounding lands, a testament to their unwavering determination and resilience.
== RELATIONS WITH OTHER HOUSES: ==
In a word: tenuous. Due to their great military power there is the chance that, if they desired to, they could march into any territory veritably unopposed. The other houses have tried to bolster up their own militaries but they still pale in comparison. Voulroreth is neutral with House Zyquin, not bothering to meddle in the affairs of the tradesmen. They are undoubtedly enemies with House Fontaine, whose land they held under an iron boot for 200 years. They are minimally positive with House Gilric, though the nature of that relationship is subject to much public interest.
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File:Voulrorethflag.png
6
31
71
2024-04-11T00:34:28Z
Dnavas
2
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
File:Gilricflag.png
6
32
76
2024-04-11T01:12:41Z
Dnavas
2
wikitext
text/x-wiki
Gilric Flag
4d3dcbabeab3cd737b9774b5a4a4ea582a32aa8d
House Gilric
0
33
77
2024-04-11T01:12:54Z
Dnavas
2
Created page with "[[File:Gilricflag.png|frame|left]] == Lord and Connections == <b>Current Lord:</b> <br> Allura Gilric <br> <b>Connections:</b> <br> Ralston Gilric (husband) <br> Charria Gilric (daughter) == House/Land Status == [[Geffen]]: Stable <br> [[Glast Hiem]]: Unstable; overrun. <br> [[Abaddon]]: In flux; Unknown. == Relations == [[House Fontaine]]: Weak <br> [[House Voulroreth]]: Minimally positive <br> [[House Zyquin]]: Strong == Allura Gilric == Allura Gilric, the..."
wikitext
text/x-wiki
[[File:Gilricflag.png|frame|left]]
== Lord and Connections ==
<b>Current Lord:</b>
<br>
Allura Gilric
<br>
<b>Connections:</b>
<br>
Ralston Gilric (husband)
<br>
Charria Gilric (daughter)
== House/Land Status ==
[[Geffen]]: Stable
<br>
[[Glast Hiem]]: Unstable; overrun.
<br>
[[Abaddon]]: In flux; Unknown.
== Relations ==
[[House Fontaine]]: Weak
<br>
[[House Voulroreth]]: Minimally positive
<br>
[[House Zyquin]]: Strong
== Allura Gilric ==
Allura Gilric, the lord of House Gilric, rules over her land calmly. Being a scholar herself, she believes that the strongest people are also the smartest as they know that brute strength is not the main source of power. Her husband Ralston serves as her advisor and many of the land's issues and suggestions go through him before reaching Allura's ears. Their daughter, Charria, is seen as a bit of a wild child, not caring much for the family tradition of being studious and prodigious at magic. She instead prefers the art of dance, traveling throughout the kingdom with her partner Gillium the Bard and performing for any onlookers.
== [[Wulfram and Wayne]] ==
Wulfram and Wayne, Institute for the Arcane and Unspoken, serves as the source of all scholarly magically research in the kingdom. The brightest minds across the entirety of the kingdom come to compete yearly for a spot in this prestigious institution. It is said that the longer you stay as a student, the more opportunities come to you for participation in history-making research.
== Relations with Other Houses ==
House Gilric's relationship with the other houses at the moment is tenuous, with the exception of House Zyquin, who have sent some of the best scholars Wulfram and Wayne has ever had. House Gilric also currently has a minimally positive relationship with House Voulroreth, but some could say that is due to House Voulroreth's nature and the others not wanting to end up like Morroc.
1d134d387e4a8a4323100e819cbcf746d216f95c
File:Abaddonmain.png
6
34
78
2024-04-11T01:20:59Z
Dnavas
2
wikitext
text/x-wiki
abaddon entrance
164fd9e94d6c9e6b8406e79d2a3b4c8e9a43264d
Abaddon
0
35
79
2024-04-11T01:24:22Z
Dnavas
2
Created page with "[[File:Abaddonmain.png|frame|left]] == The Enigmatic Chasm of Abaddon == In the outskirts of Geffen's lands lies a dark and foreboding chasm known as Abaddon, a bottomless pit that has stirred the curiosity and fear of adventurers for generations. Its yawning depths seem to plunge endlessly into the earth, shrouded in mystery and peril. == Perils of the Descent == The journey into Abaddon is not for the faint of heart, for its depths hold dangers beyond imagining. Tra..."
wikitext
text/x-wiki
[[File:Abaddonmain.png|frame|left]]
== The Enigmatic Chasm of Abaddon ==
In the outskirts of Geffen's lands lies a dark and foreboding chasm known as Abaddon, a bottomless pit that has stirred the curiosity and fear of adventurers for generations. Its yawning depths seem to plunge endlessly into the earth, shrouded in mystery and peril.
== Perils of the Descent ==
The journey into Abaddon is not for the faint of heart, for its depths hold dangers beyond imagining. Traveling too swiftly down its precipitous walls can lead to disastrous consequences, as the increase in pressure and other adverse effects can quickly claim the lives of the unwary. Those who dare to descend must proceed with caution, lest they meet a fate worse than death.
== Echoes of Past Expeditions ==
Despite the risks, brave adventurers continue to test their mettle against the abyss, each seeking to uncover the secrets hidden within its shadowy depths. Along the way, they encounter the remnants of those who came before them, long-abandoned encampments serving as grim reminders of the perils that await.
== Diverse Realms Within ==
Each level of Abaddon is a world unto itself, host to a bewildering array of flora and fauna that thrive in the darkness. From bioluminescent fungi to monstrous creatures that lurk in the shadows, no two levels are exactly alike, each presenting its own unique challenges and wonders.
== The Unreachable Abyss ==
Yet, despite countless expeditions and untold treasures waiting to be discovered, none have ever reached the bottom of Abaddon. Its depths remain an enigma, defying all attempts to unravel its mysteries. And so, the chasm of Abaddon continues to beckon to those brave enough to heed its call, promising both glory and peril in equal measure to those who dare to venture into its abyss.
== Those Who've Come Before ==
=== The Company of the Shattered Shield ===
Led by the fearless warrior Sir Tristan, the Company of the Shattered Shield embarked on a perilous journey into the depths of Abaddon, driven by tales of ancient artifacts rumored to lie buried within its depths. As they descended into the abyss, they encountered increasingly hostile creatures and treacherous terrain, each level presenting new challenges to overcome. Yet, despite their courage and determination, the company's luck eventually ran out. In a harrowing battle against a horde of nightmarish beasts, their ranks were decimated, and their hopes of reaching the bottom of Abaddon were dashed. Only whispers of their fate remain, a somber reminder of the dangers that lurk within the depths.
=== The Fellowship of the Eternal Flame ===
Guided by the wisdom of the wizard Lyra and the strength of the paladin Thane, the Fellowship of the Eternal Flame set out to uncover the secrets hidden within the depths of Abaddon. Armed with magic and steel, they braved the perils of the abyss, navigating its twisting passages and confronting its monstrous denizens with unwavering resolve. But as they ventured deeper into the darkness, dissent began to fester within their ranks, sowing discord and mistrust among their once-united fellowship. In a tragic turn of events, their infighting proved to be their undoing, as they were ambushed by an unseen foe and torn apart by their own mistrust. Their quest ended in tragedy, their dreams of glory swallowed by the shadows of Abaddon.
=== The Expedition of the Lost Hope ===
Driven by the promise of untold riches and glory, the Expedition of the Lost Hope embarked on a fateful journey into the depths of Abaddon, led by the charismatic explorer Captain Renard. With a diverse crew of adventurers at their side, they delved ever deeper into the darkness, facing trials and tribulations that tested their courage and resilience. Yet, as they descended into the abyss, they found themselves ensnared by a malevolent force that seemed to prey upon their fears and doubts. In a desperate bid for survival, they pressed on, determined to reach the bottom of Abaddon at any cost. But their efforts were in vain, as they fell one by one to the horrors that lurked within the shadows. The Expedition of the Lost Hope became little more than a cautionary tale, their names etched into the annals of history as yet another tragic reminder of the perils of venturing into the unknown.
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/* The Enigmatic Chasm of Abaddon */
wikitext
text/x-wiki
[[File:Abaddonmain.png|frame|left]]
== The Enigmatic Chasm of Abaddon ==
In the outskirts of [[Geffen]]'s lands lies a dark and foreboding chasm known as Abaddon, a bottomless pit that has stirred the curiosity and fear of adventurers for generations. Its yawning depths seem to plunge endlessly into the earth, shrouded in mystery and peril.
== Perils of the Descent ==
The journey into Abaddon is not for the faint of heart, for its depths hold dangers beyond imagining. Traveling too swiftly down its precipitous walls can lead to disastrous consequences, as the increase in pressure and other adverse effects can quickly claim the lives of the unwary. Those who dare to descend must proceed with caution, lest they meet a fate worse than death.
== Echoes of Past Expeditions ==
Despite the risks, brave adventurers continue to test their mettle against the abyss, each seeking to uncover the secrets hidden within its shadowy depths. Along the way, they encounter the remnants of those who came before them, long-abandoned encampments serving as grim reminders of the perils that await.
== Diverse Realms Within ==
Each level of Abaddon is a world unto itself, host to a bewildering array of flora and fauna that thrive in the darkness. From bioluminescent fungi to monstrous creatures that lurk in the shadows, no two levels are exactly alike, each presenting its own unique challenges and wonders.
== The Unreachable Abyss ==
Yet, despite countless expeditions and untold treasures waiting to be discovered, none have ever reached the bottom of Abaddon. Its depths remain an enigma, defying all attempts to unravel its mysteries. And so, the chasm of Abaddon continues to beckon to those brave enough to heed its call, promising both glory and peril in equal measure to those who dare to venture into its abyss.
== Those Who've Come Before ==
=== The Company of the Shattered Shield ===
Led by the fearless warrior Sir Tristan, the Company of the Shattered Shield embarked on a perilous journey into the depths of Abaddon, driven by tales of ancient artifacts rumored to lie buried within its depths. As they descended into the abyss, they encountered increasingly hostile creatures and treacherous terrain, each level presenting new challenges to overcome. Yet, despite their courage and determination, the company's luck eventually ran out. In a harrowing battle against a horde of nightmarish beasts, their ranks were decimated, and their hopes of reaching the bottom of Abaddon were dashed. Only whispers of their fate remain, a somber reminder of the dangers that lurk within the depths.
=== The Fellowship of the Eternal Flame ===
Guided by the wisdom of the wizard Lyra and the strength of the paladin Thane, the Fellowship of the Eternal Flame set out to uncover the secrets hidden within the depths of Abaddon. Armed with magic and steel, they braved the perils of the abyss, navigating its twisting passages and confronting its monstrous denizens with unwavering resolve. But as they ventured deeper into the darkness, dissent began to fester within their ranks, sowing discord and mistrust among their once-united fellowship. In a tragic turn of events, their infighting proved to be their undoing, as they were ambushed by an unseen foe and torn apart by their own mistrust. Their quest ended in tragedy, their dreams of glory swallowed by the shadows of Abaddon.
=== The Expedition of the Lost Hope ===
Driven by the promise of untold riches and glory, the Expedition of the Lost Hope embarked on a fateful journey into the depths of Abaddon, led by the charismatic explorer Captain Renard. With a diverse crew of adventurers at their side, they delved ever deeper into the darkness, facing trials and tribulations that tested their courage and resilience. Yet, as they descended into the abyss, they found themselves ensnared by a malevolent force that seemed to prey upon their fears and doubts. In a desperate bid for survival, they pressed on, determined to reach the bottom of Abaddon at any cost. But their efforts were in vain, as they fell one by one to the horrors that lurked within the shadows. The Expedition of the Lost Hope became little more than a cautionary tale, their names etched into the annals of history as yet another tragic reminder of the perils of venturing into the unknown.
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[[File:Abaddonmain.png|frame|left]]
== The Enigmatic Chasm of Abaddon ==
In the outskirts of [[Geffen]]'s lands lies a dark and foreboding chasm known as Abaddon, a bottomless pit that has stirred the curiosity and fear of adventurers for generations. Its yawning depths seem to plunge endlessly into the earth, shrouded in mystery and peril.
== Perils of the Descent ==
The journey into Abaddon is not for the faint of heart, for its depths hold dangers beyond imagining. Traveling too swiftly down its precipitous walls can lead to disastrous consequences, as the increase in pressure and other adverse effects can quickly claim the lives of the unwary. Those who dare to descend must proceed with caution, lest they meet a fate worse than death.
== Echoes of Past Expeditions ==
Despite the risks, brave adventurers continue to test their mettle against the abyss, each seeking to uncover the secrets hidden within its shadowy depths. Along the way, they encounter the remnants of those who came before them, long-abandoned encampments serving as grim reminders of the perils that await.
== Diverse Realms Within ==
Each level of Abaddon is a world unto itself, host to a bewildering array of flora and fauna that thrive in the darkness. From bioluminescent fungi to monstrous creatures that lurk in the shadows, no two levels are exactly alike, each presenting its own unique challenges and wonders.
== The Unreachable Abyss ==
Yet, despite countless expeditions and untold treasures waiting to be discovered, none have ever reached the bottom of Abaddon. Its depths remain an enigma, defying all attempts to unravel its mysteries. And so, the chasm of Abaddon continues to beckon to those brave enough to heed its call, promising both glory and peril in equal measure to those who dare to venture into its abyss.
== Those Who've Come Before ==
=== The Company of the Shattered Shield ===
Led by the fearless warrior Sir Tristan, the Company of the Shattered Shield embarked on a perilous journey into the depths of Abaddon, driven by tales of ancient artifacts rumored to lie buried within its depths. As they descended into the abyss, they encountered increasingly hostile creatures and treacherous terrain, each level presenting new challenges to overcome. Yet, despite their courage and determination, the company's luck eventually ran out. In a harrowing battle against a horde of nightmarish beasts, their ranks were decimated, and their hopes of reaching the bottom of Abaddon were dashed. Only whispers of their fate remain, a somber reminder of the dangers that lurk within the depths.
=== The Fellowship of the Eternal Flame ===
Guided by the wisdom of the wizard Lyra and the strength of the paladin Thane, the Fellowship of the Eternal Flame set out to uncover the secrets hidden within the depths of Abaddon. Armed with magic and steel, they braved the perils of the abyss, navigating its twisting passages and confronting its monstrous denizens with unwavering resolve. But as they ventured deeper into the darkness, dissent began to fester within their ranks, sowing discord and mistrust among their once-united fellowship. In a tragic turn of events, their infighting proved to be their undoing, as they were ambushed by an unseen foe and torn apart by their own mistrust. Their quest ended in tragedy, their dreams of glory swallowed by the shadows of Abaddon.
=== The Expedition of the Lost Hope ===
Driven by the promise of untold riches and glory, the Expedition of the Lost Hope embarked on a fateful journey into the depths of Abaddon, led by the charismatic explorer Captain Renard. With a diverse crew of adventurers at their side, they delved ever deeper into the darkness, facing trials and tribulations that tested their courage and resilience. Yet, as they descended into the abyss, they found themselves ensnared by a malevolent force that seemed to prey upon their fears and doubts. In a desperate bid for survival, they pressed on, determined to reach the bottom of Abaddon at any cost. But their efforts were in vain, as they fell one by one to the horrors that lurked within the shadows. The Expedition of the Lost Hope became little more than a cautionary tale, their names etched into the annals of history as yet another tragic reminder of the perils of venturing into the unknown.
== [[Wulfram and Wayne]]'s Association ==
As the culmination of their magical education at Wulfram and Wayne, senior year students eagerly embraced the challenge of venturing into the depths of Abaddon. Armed with their knowledge of spells and incantations, they embarked on a perilous journey into the unknown, determined to test their skills and prove their worth.
Some returned after only venturing a short distance, their courage faltering in the face of the abyss's overwhelming darkness and danger. Their harrowing tales served as cautionary reminders of the perils that awaited those who dared to tread where others had fallen.
Yet, for others, Abaddon became an inescapable labyrinth from which they never returned. Their fate remains a mystery, their absence casting a somber shadow over the halls of Wulfram and Wayne. As the school mourns the loss of its brightest students, whispers of their fate echo through the corridors, a haunting reminder of the dangers that lurk within the depths of the abyss.
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/* Perils of the Descent */
wikitext
text/x-wiki
[[File:Abaddonmain.png|frame|left]]
== The Enigmatic Chasm of Abaddon ==
In the outskirts of [[Geffen]]'s lands lies a dark and foreboding chasm known as Abaddon, a bottomless pit that has stirred the curiosity and fear of adventurers for generations. Its yawning depths seem to plunge endlessly into the earth, shrouded in mystery and peril.
== Perils of the Descent ==
The journey into Abaddon is not for the faint of heart, for its depths hold dangers beyond imagining. Traveling too swiftly down its precipitous depths can lead to disastrous consequences, as the increase in pressure and other adverse effects can quickly claim the lives of the unwary. Those who dare to descend must proceed with caution, lest they meet a fate worse than death.
== Echoes of Past Expeditions ==
Despite the risks, brave adventurers continue to test their mettle against the abyss, each seeking to uncover the secrets hidden within its shadowy depths. Along the way, they encounter the remnants of those who came before them, long-abandoned encampments serving as grim reminders of the perils that await.
== Diverse Realms Within ==
Each level of Abaddon is a world unto itself, host to a bewildering array of flora and fauna that thrive in the darkness. From bioluminescent fungi to monstrous creatures that lurk in the shadows, no two levels are exactly alike, each presenting its own unique challenges and wonders.
== The Unreachable Abyss ==
Yet, despite countless expeditions and untold treasures waiting to be discovered, none have ever reached the bottom of Abaddon. Its depths remain an enigma, defying all attempts to unravel its mysteries. And so, the chasm of Abaddon continues to beckon to those brave enough to heed its call, promising both glory and peril in equal measure to those who dare to venture into its abyss.
== Those Who've Come Before ==
=== The Company of the Shattered Shield ===
Led by the fearless warrior Sir Tristan, the Company of the Shattered Shield embarked on a perilous journey into the depths of Abaddon, driven by tales of ancient artifacts rumored to lie buried within its depths. As they descended into the abyss, they encountered increasingly hostile creatures and treacherous terrain, each level presenting new challenges to overcome. Yet, despite their courage and determination, the company's luck eventually ran out. In a harrowing battle against a horde of nightmarish beasts, their ranks were decimated, and their hopes of reaching the bottom of Abaddon were dashed. Only whispers of their fate remain, a somber reminder of the dangers that lurk within the depths.
=== The Fellowship of the Eternal Flame ===
Guided by the wisdom of the wizard Lyra and the strength of the paladin Thane, the Fellowship of the Eternal Flame set out to uncover the secrets hidden within the depths of Abaddon. Armed with magic and steel, they braved the perils of the abyss, navigating its twisting passages and confronting its monstrous denizens with unwavering resolve. But as they ventured deeper into the darkness, dissent began to fester within their ranks, sowing discord and mistrust among their once-united fellowship. In a tragic turn of events, their infighting proved to be their undoing, as they were ambushed by an unseen foe and torn apart by their own mistrust. Their quest ended in tragedy, their dreams of glory swallowed by the shadows of Abaddon.
=== The Expedition of the Lost Hope ===
Driven by the promise of untold riches and glory, the Expedition of the Lost Hope embarked on a fateful journey into the depths of Abaddon, led by the charismatic explorer Captain Renard. With a diverse crew of adventurers at their side, they delved ever deeper into the darkness, facing trials and tribulations that tested their courage and resilience. Yet, as they descended into the abyss, they found themselves ensnared by a malevolent force that seemed to prey upon their fears and doubts. In a desperate bid for survival, they pressed on, determined to reach the bottom of Abaddon at any cost. But their efforts were in vain, as they fell one by one to the horrors that lurked within the shadows. The Expedition of the Lost Hope became little more than a cautionary tale, their names etched into the annals of history as yet another tragic reminder of the perils of venturing into the unknown.
== [[Wulfram and Wayne]]'s Association ==
As the culmination of their magical education at Wulfram and Wayne, senior year students eagerly embraced the challenge of venturing into the depths of Abaddon. Armed with their knowledge of spells and incantations, they embarked on a perilous journey into the unknown, determined to test their skills and prove their worth.
Some returned after only venturing a short distance, their courage faltering in the face of the abyss's overwhelming darkness and danger. Their harrowing tales served as cautionary reminders of the perils that awaited those who dared to tread where others had fallen.
Yet, for others, Abaddon became an inescapable labyrinth from which they never returned. Their fate remains a mystery, their absence casting a somber shadow over the halls of Wulfram and Wayne. As the school mourns the loss of its brightest students, whispers of their fate echo through the corridors, a haunting reminder of the dangers that lurk within the depths of the abyss.
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Created page with "[[File:Wwaerial.png|frame|left]] == Founding and Legacy == For over several hundred years, the prestigious magical academy of Wulfram and Wayne has stood as a beacon of learning and enlightenment in the realm of sorcery. Founded by the illustrious wizards Atticus Wulfram and Matthias Wayne, the school has nurtured the talents of countless generations of aspiring mages, shaping them into masters of the arcane arts. == House System == Central to the school's ethos is it..."
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[[File:Wwaerial.png|frame|left]]
== Founding and Legacy ==
For over several hundred years, the prestigious magical academy of Wulfram and Wayne has stood as a beacon of learning and enlightenment in the realm of sorcery. Founded by the illustrious wizards Atticus Wulfram and Matthias Wayne, the school has nurtured the talents of countless generations of aspiring mages, shaping them into masters of the arcane arts.
== House System ==
Central to the school's ethos is its division into four distinct houses, each named after legendary creatures of myth and magic. Students are sorted into these houses upon their arrival at the academy, where they form lifelong bonds with their fellow housemates and engage in friendly competition and camaraderie.
* [[Auriel House]]: Represented by the graceful and ethereal fairy, Auriel House embodies the virtues of creativity, intuition, and enchantment.
* [[Rathos House]]: Symbolized by the cunning and industrious spider, Rathos House values cunning, resourcefulness, and determination.
* [[Gauthwin House]]: Adorned with the majestic and noble griffin, Gauthwin House prioritizes courage, loyalty, and strength.
* [[Olivier House]]: Represented by the wise and observant owl, Olivier House esteems wisdom, knowledge, and intellect above all else.
== Academic Excellence ==
From its humble beginnings as a small enclave of magical scholars to its present-day status as the foremost institutions of magical learning, Wulfram and Wayne has remained dedicated to its mission of fostering the next generation of magic users. Students embark on a journey of discovery and self-discovery, honing their magical talents and forging lifelong friendships that transcend the boundaries of time and space.
== Enduring Tradition ==
As the legacy of Atticus Wulfram and Matthias Wayne continues to inspire future generations of magic users, the halls of Wulfram and Wayne echo with the whispers of ancient spells and the promise of limitless potential. The school remains a cornerstone of magical education, its name synonymous with excellence and innovation in the realm of sorcery.
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Created page with "[[File:Aurielhousebanner.png|frame|left]] ==The Students of Auriel House == Auriel House, symbolized by the graceful and ethereal fairy, is home to students who possess a natural affinity for creativity, intuition, and enchantment. Those sorted into Auriel House are often known for their imaginative approach to magic, excelling in the arts of illusion, charm, and transformation. With a keen eye for beauty and a talent for weaving spells that captivate the senses, Auriel..."
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[[File:Aurielhousebanner.png|frame|left]]
==The Students of Auriel House ==
Auriel House, symbolized by the graceful and ethereal fairy, is home to students who possess a natural affinity for creativity, intuition, and enchantment. Those sorted into Auriel House are often known for their imaginative approach to magic, excelling in the arts of illusion, charm, and transformation. With a keen eye for beauty and a talent for weaving spells that captivate the senses, Auriel House students bring a touch of magic and wonder to every aspect of their lives at Wulfram and Wayne.
== The Founder ==
Elara Auriel, an enigmatic and graceful elf, was renowned for her mastery of enchantment and illusion magic. Seeking to create a sanctuary for students who shared her love for creativity and intuition, she founded Auriel House at Wulfram and Wayne. Under her guidance, Auriel House became a haven for aspiring mages who excelled in the arts of charm, transformation, and spellcraft. Elara's legacy lives on in the halls of Auriel House, where her spirit of wonder and imagination continues to inspire generations of students.
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[[File:Aurielhousebanner.png|frame|left]]
==The Students of Auriel House ==
Auriel House, symbolized by the graceful and ethereal fairy, is home to students who possess a natural affinity for creativity, intuition, and enchantment. Those sorted into Auriel House are often known for their imaginative approach to magic, excelling in the arts of illusion, charm, and transformation. With a keen eye for beauty and a talent for weaving spells that captivate the senses, Auriel House students bring a touch of magic and wonder to every aspect of their lives at Wulfram and Wayne.
== The Founder ==
Elara Auriel, an enigmatic and graceful elf, was renowned for her mastery of enchantment and illusion magic. Seeking to create a sanctuary for students who shared her love for creativity and intuition, she founded Auriel House at [[Wulfram and Wayne]]. Under her guidance, Auriel House became a haven for aspiring mages who excelled in the arts of charm, transformation, and spellcraft. Elara's legacy lives on in the halls of Auriel House, where her spirit of wonder and imagination continues to inspire generations of students.
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[[File:Aurielhousebanner.png|frame|left]]
==The Students of Auriel House ==
Auriel House, symbolized by the graceful and ethereal fairy, is home to students who possess a natural affinity for creativity, intuition, and enchantment. Those sorted into Auriel House are often known for their imaginative approach to magic, excelling in the arts of illusion, charm, and transformation. With a keen eye for beauty and a talent for weaving spells that captivate the senses, Auriel House students bring a touch of magic and wonder to every aspect of their lives at Wulfram and Wayne.
== The Founder ==
Elara Auriel, an enigmatic and graceful elf, was renowned for her mastery of enchantment and illusion magic. Seeking to create a sanctuary for students who shared her love for creativity and intuition, she founded Auriel House at [[Wulfram and Wayne]]. Under her guidance, Auriel House became a haven for aspiring mages who excelled in the arts of charm, transformation, and spellcraft. Elara's legacy lives on in the halls of Auriel House, where her spirit of wonder and imagination continues to inspire generations of students.
== Auriel House Spells ==
=== Fey Veil ===
'''School:''' Illusion
'''Level:''' 4th-level
'''Casting Time:''' 1 action
'''Range/Area:''' Self
'''Components:''' V, S, M (a small vial of fey dust)
'''Duration:''' Concentration, up to 1 hour
'''Description:'''
You shroud yourself in a shimmering veil of fey magic, rendering you partially invisible to the naked eye. For the duration of the spell, you gain the following benefits:
* You have advantage on Dexterity (Stealth) checks made to hide.
* Creatures have disadvantage on Wisdom (Perception) checks to perceive you, unless they have magical means of seeing invisible creatures.
* Attacks made against you have disadvantage if the attacker can't see you and aren't relying on blindsight or tremorsense.
* You can move through creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
The spell ends if you attack, cast a spell, or use a feature that affects another creature. Additionally, the spell ends if you dismiss it as an action, or if you lose concentration.
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/* Auriel House Spells */
wikitext
text/x-wiki
[[File:Aurielhousebanner.png|frame|left]]
==The Students of Auriel House ==
Auriel House, symbolized by the graceful and ethereal fairy, is home to students who possess a natural affinity for creativity, intuition, and enchantment. Those sorted into Auriel House are often known for their imaginative approach to magic, excelling in the arts of illusion, charm, and transformation. With a keen eye for beauty and a talent for weaving spells that captivate the senses, Auriel House students bring a touch of magic and wonder to every aspect of their lives at Wulfram and Wayne.
== The Founder ==
Elara Auriel, an enigmatic and graceful elf, was renowned for her mastery of enchantment and illusion magic. Seeking to create a sanctuary for students who shared her love for creativity and intuition, she founded Auriel House at [[Wulfram and Wayne]]. Under her guidance, Auriel House became a haven for aspiring mages who excelled in the arts of charm, transformation, and spellcraft. Elara's legacy lives on in the halls of Auriel House, where her spirit of wonder and imagination continues to inspire generations of students.
== 1st Level Auriel House Spells ==
=== Fey Veil ===
'''School:''' Illusion
'''Level:''' 1st level
'''Casting Time:''' Bonus action
'''Range/Area:''' Self
'''Components:''' V, S, M (a small vial of fey dust)
'''Duration:''' Concentration, up to 1 hour
'''Description:'''
<br>
You shroud yourself in a shimmering veil of fey magic, rendering you partially invisible to the naked eye. For the duration of the spell, you gain the following benefits:
* You have advantage on Dexterity (Stealth) checks made to hide.
* Creatures have disadvantage on Wisdom (Perception) checks to perceive you, unless they have magical means of seeing invisible creatures.
* Attacks made against you have disadvantage if the attacker can't see you and aren't relying on blindsight or tremorsense.
* You can move through creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
The spell ends if you attack, cast a spell, or use a feature that affects another creature. Additionally, the spell ends if you dismiss it as an action, or if you lose concentration.
=== Illusionary Distraction ===
'''School:''' Illusion
'''Level:''' 3rd-level
'''Casting Time:''' Bonus action
'''Range/Area:''' 60 feet
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 minute
'''Description:'''
<br>
You create an illusory distraction at a point you can see within range. The distraction can take the form of a creature, object, or sound, chosen by you when you cast the spell. The illusion appears to be real and can move within the spell's range, but it cannot deal damage, interact physically with objects, or produce any harmful effects.
Any creature that can see the illusion must make an Intelligence saving throw against your spell save DC. On a failed save, the creature becomes distracted by the illusion and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion for the duration of the spell. A creature that succeeds on its saving throw is immune to the illusion's effects for the duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create an additional illusionary distraction for each slot level above 3rd.
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/* 1st Level Auriel House Spells */
wikitext
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[[File:Aurielhousebanner.png|frame|left]]
==The Students of Auriel House ==
Auriel House, symbolized by the graceful and ethereal fairy, is home to students who possess a natural affinity for creativity, intuition, and enchantment. Those sorted into Auriel House are often known for their imaginative approach to magic, excelling in the arts of illusion, charm, and transformation. With a keen eye for beauty and a talent for weaving spells that captivate the senses, Auriel House students bring a touch of magic and wonder to every aspect of their lives at Wulfram and Wayne.
== The Founder ==
Elara Auriel, an enigmatic and graceful elf, was renowned for her mastery of enchantment and illusion magic. Seeking to create a sanctuary for students who shared her love for creativity and intuition, she founded Auriel House at [[Wulfram and Wayne]]. Under her guidance, Auriel House became a haven for aspiring mages who excelled in the arts of charm, transformation, and spellcraft. Elara's legacy lives on in the halls of Auriel House, where her spirit of wonder and imagination continues to inspire generations of students.
== 1st Level Auriel House Spells ==
=== Fey Veil ===
'''School:''' Illusion
'''Level:''' 1st level
'''Casting Time:''' Bonus action
'''Range/Area:''' Self
'''Components:''' V, S, M (a small vial of fey dust)
'''Duration:''' Concentration, up to 1 hour
'''Description:'''
<br>
You shroud yourself in a shimmering veil of fey magic, rendering you partially invisible to the naked eye. For the duration of the spell, you gain the following benefits:
* You have advantage on Dexterity (Stealth) checks made to hide.
* Creatures have disadvantage on Wisdom (Perception) checks to perceive you, unless they have magical means of seeing invisible creatures.
* Attacks made against you have disadvantage if the attacker can't see you and aren't relying on blindsight or tremorsense.
* You can move through creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
The spell ends if you attack, cast a spell, or use a feature that affects another creature. Additionally, the spell ends if you dismiss it as an action, or if you lose concentration.
=== Illusionary Distraction ===
'''School:''' Illusion
'''Level:''' 3rd-level
'''Casting Time:''' Bonus action
'''Range/Area:''' 60 feet
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 minute
'''Description:'''
<br>
You create an illusory distraction at a point you can see within range. The distraction can take the form of a creature, object, or sound, chosen by you when you cast the spell. The illusion appears to be real and can move within the spell's range, but it cannot deal damage, interact physically with objects, or produce any harmful effects.
Any creature that can see the illusion must make an Intelligence saving throw against your spell save DC. On a failed save, the creature becomes distracted by the illusion and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion for the duration of the spell. A creature that succeeds on its saving throw is immune to the illusion's effects for the duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create an additional illusionary distraction for each slot level above 3rd.
=== Feyfire Blast ===
'''School:''' Evocation
'''Level:''' Bonus action
'''Casting Time:''' 1 action
'''Range/Area:''' 120 feet
'''Components:''' V, S, M (a pinch of pixie dust)
'''Duration:''' Instantaneous
'''Description:'''
<br>
You unleash a blast of shimmering energy imbued with the essence of the Feywild at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 6d10 radiant damage and 4d6 psychic damage, and it must succeed on a Wisdom saving throw or be blinded until the end of its next turn.
Additionally, the target emits a dim, flickering light in a 20-foot radius, shedding dim light for 10 feet beyond that. This light lasts for 1 minute or until the target drops to 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radiant damage increases by 1d10 for each slot level above 5th, and the psychic damage increases by 1d6 for each slot level above 5th.
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2024-04-11T11:17:30Z
Dnavas
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/* Feyfire Blast */
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[[File:Aurielhousebanner.png|frame|left]]
==The Students of Auriel House ==
Auriel House, symbolized by the graceful and ethereal fairy, is home to students who possess a natural affinity for creativity, intuition, and enchantment. Those sorted into Auriel House are often known for their imaginative approach to magic, excelling in the arts of illusion, charm, and transformation. With a keen eye for beauty and a talent for weaving spells that captivate the senses, Auriel House students bring a touch of magic and wonder to every aspect of their lives at Wulfram and Wayne.
== The Founder ==
Elara Auriel, an enigmatic and graceful elf, was renowned for her mastery of enchantment and illusion magic. Seeking to create a sanctuary for students who shared her love for creativity and intuition, she founded Auriel House at [[Wulfram and Wayne]]. Under her guidance, Auriel House became a haven for aspiring mages who excelled in the arts of charm, transformation, and spellcraft. Elara's legacy lives on in the halls of Auriel House, where her spirit of wonder and imagination continues to inspire generations of students.
== 1st Level Auriel House Spells ==
=== Fey Veil ===
'''School:''' Illusion
'''Level:''' 1st level
'''Casting Time:''' Bonus action
'''Range/Area:''' Self
'''Components:''' V, S, M (a small vial of fey dust)
'''Duration:''' Concentration, up to 1 hour
'''Description:'''
<br>
You shroud yourself in a shimmering veil of fey magic, rendering you partially invisible to the naked eye. For the duration of the spell, you gain the following benefits:
* You have advantage on Dexterity (Stealth) checks made to hide.
* Creatures have disadvantage on Wisdom (Perception) checks to perceive you, unless they have magical means of seeing invisible creatures.
* Attacks made against you have disadvantage if the attacker can't see you and aren't relying on blindsight or tremorsense.
* You can move through creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
The spell ends if you attack, cast a spell, or use a feature that affects another creature. Additionally, the spell ends if you dismiss it as an action, or if you lose concentration.
=== Illusionary Distraction ===
'''School:''' Illusion
'''Level:''' 3rd-level
'''Casting Time:''' Bonus action
'''Range/Area:''' 60 feet
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 minute
'''Description:'''
<br>
You create an illusory distraction at a point you can see within range. The distraction can take the form of a creature, object, or sound, chosen by you when you cast the spell. The illusion appears to be real and can move within the spell's range, but it cannot deal damage, interact physically with objects, or produce any harmful effects.
Any creature that can see the illusion must make an Intelligence saving throw against your spell save DC. On a failed save, the creature becomes distracted by the illusion and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion for the duration of the spell. A creature that succeeds on its saving throw is immune to the illusion's effects for the duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create an additional illusionary distraction for each slot level above 3rd.
=== Feyfire Blast ===
'''School:''' Evocation
'''Level:''' 1st
'''Casting Time:''' Bonus action
'''Range/Area:''' 120 feet
'''Components:''' V, S, M (a pinch of pixie dust)
'''Duration:''' Instantaneous
'''Description:'''
<br>
You unleash a blast of shimmering energy imbued with the essence of the Feywild at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 radiant damage and 1d6 psychic damage, and it must succeed on a Wisdom saving throw or be blinded until the end of its next turn.
Additionally, the target emits a dim, flickering light in a 20-foot radius, shedding dim light for 10 feet beyond that. This light lasts for 1 minute or until the target drops to 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radiant damage increases by 1d10 for each slot level above 5th, and the psychic damage increases by 1d6 for each slot level above 5th.
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2024-04-11T11:18:37Z
Dnavas
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/* 1st Level Auriel House Spells */
wikitext
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[[File:Aurielhousebanner.png|frame|left]]
==The Students of Auriel House ==
Auriel House, symbolized by the graceful and ethereal fairy, is home to students who possess a natural affinity for creativity, intuition, and enchantment. Those sorted into Auriel House are often known for their imaginative approach to magic, excelling in the arts of illusion, charm, and transformation. With a keen eye for beauty and a talent for weaving spells that captivate the senses, Auriel House students bring a touch of magic and wonder to every aspect of their lives at Wulfram and Wayne.
== The Founder ==
Elara Auriel, an enigmatic and graceful elf, was renowned for her mastery of enchantment and illusion magic. Seeking to create a sanctuary for students who shared her love for creativity and intuition, she founded Auriel House at [[Wulfram and Wayne]]. Under her guidance, Auriel House became a haven for aspiring mages who excelled in the arts of charm, transformation, and spellcraft. Elara's legacy lives on in the halls of Auriel House, where her spirit of wonder and imagination continues to inspire generations of students.
== 1st Level Auriel House Spells ==
=== Fey Veil ===
'''School:''' Illusion
'''Level:''' 1st level
'''Casting Time:''' Bonus action
'''Range/Area:''' Self
'''Components:''' V, S, M (a small vial of fey dust)
'''Duration:''' Concentration, up to 1 hour
'''Description:'''
<br>
You shroud yourself in a shimmering veil of fey magic, rendering you partially invisible to the naked eye. For the duration of the spell, you gain the following benefits:
* You have advantage on Dexterity (Stealth) checks made to hide.
* Creatures have disadvantage on Wisdom (Perception) checks to perceive you, unless they have magical means of seeing invisible creatures.
* Attacks made against you have disadvantage if the attacker can't see you and aren't relying on blindsight or tremorsense.
* You can move through creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
The spell ends if you attack, cast a spell, or use a feature that affects another creature. Additionally, the spell ends if you dismiss it as an action, or if you lose concentration.
=== Illusionary Distraction ===
'''School:''' Illusion
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' 60 feet
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 minute
'''Description:'''
<br>
You create an illusory distraction at a point you can see within range. The distraction can take the form of a creature, object, or sound, chosen by you when you cast the spell. The illusion appears to be real and can move within the spell's range, but it cannot deal damage, interact physically with objects, or produce any harmful effects.
Any creature that can see the illusion must make an Intelligence saving throw against your spell save DC. On a failed save, the creature becomes distracted by the illusion and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion for the duration of the spell. A creature that succeeds on its saving throw is immune to the illusion's effects for the duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create an additional illusionary distraction for each slot level above 3rd.
=== Feyfire Blast ===
'''School:''' Evocation
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' 120 feet
'''Components:''' V, S, M (a pinch of pixie dust)
'''Duration:''' Instantaneous
'''Description:'''
<br>
You unleash a blast of shimmering energy imbued with the essence of the Feywild at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage and 1d6 psychic damage, and it must succeed on a Wisdom saving throw or be blinded until the end of its next turn.
Additionally, the target emits a dim, flickering light in a 20-foot radius, shedding dim light for 10 feet beyond that. This light lasts for 1 minute or until the target drops to 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radiant damage increases by 1d10 for each slot level above 1st, and the psychic damage increases by 1d6 for each slot level above 1st.
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File:Arachportrait.png
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Arach Rathos
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Rathos House
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2024-04-11T02:07:47Z
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Created page with "[[File:Arachportrait.png|frame|left]] == The Students of Rathos House == Rathos House, symbolized by the cunning and industrious spider, is the domain of students who exhibit traits of cunning, resourcefulness, and determination. Those sorted into Rathos House are skilled at weaving intricate spells and devising clever solutions to magical challenges. With a knack for strategy and a talent for thinking on their feet, Rathos House students excel in the art of spellcraft,..."
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[[File:Arachportrait.png|frame|left]]
== The Students of Rathos House ==
Rathos House, symbolized by the cunning and industrious spider, is the domain of students who exhibit traits of cunning, resourcefulness, and determination. Those sorted into Rathos House are skilled at weaving intricate spells and devising clever solutions to magical challenges. With a knack for strategy and a talent for thinking on their feet, Rathos House students excel in the art of spellcraft, earning a reputation as formidable tacticians and problem-solvers.
== The Founder ==
Arach Rathos, a cunning and industrious tabaxi, was famed for his ingenuity and resourcefulness in the field of magical engineering. Determined to create a house that valued cunning and determination above all else, he founded Rathos House at Wulfram and Wayne. Under his leadership, Rathos House became a bastion of strategic thinking and practical magic, producing students who excelled in the art of spellcraft and problem-solving. Arach's legacy lives on in the halls of Rathos House, where his spirit of resilience and innovation continues to guide students to this day.
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[[File:Rathosbanner.png|frame|left]]
== The Students of Rathos House ==
Rathos House, symbolized by the cunning and industrious spider, is the domain of students who exhibit traits of cunning, resourcefulness, and determination. Those sorted into Rathos House are skilled at weaving intricate spells and devising clever solutions to magical challenges. With a knack for strategy and a talent for thinking on their feet, Rathos House students excel in the art of spellcraft, earning a reputation as formidable tacticians and problem-solvers.
== The Founder ==
Arach Rathos, a cunning and industrious tabaxi, was famed for his ingenuity and resourcefulness in the field of magical engineering. Determined to create a house that valued cunning and determination above all else, he founded Rathos House at Wulfram and Wayne. Under his leadership, Rathos House became a bastion of strategic thinking and practical magic, producing students who excelled in the art of spellcraft and problem-solving. Arach's legacy lives on in the halls of Rathos House, where his spirit of resilience and innovation continues to guide students to this day.
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Dnavas
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/* The Founder */
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[[File:Rathosbanner.png|frame|left]]
== The Students of Rathos House ==
Rathos House, symbolized by the cunning and industrious spider, is the domain of students who exhibit traits of cunning, resourcefulness, and determination. Those sorted into Rathos House are skilled at weaving intricate spells and devising clever solutions to magical challenges. With a knack for strategy and a talent for thinking on their feet, Rathos House students excel in the art of spellcraft, earning a reputation as formidable tacticians and problem-solvers.
== The Founder ==
Arach Rathos, a cunning and industrious tabaxi, was famed for his ingenuity and resourcefulness in the field of magical engineering. Determined to create a house that valued cunning and determination above all else, he founded Rathos House at [[Wulfram and Wayne]]. Under his leadership, Rathos House became a bastion of strategic thinking and practical magic, producing students who excelled in the art of spellcraft and problem-solving. Arach's legacy lives on in the halls of Rathos House, where his spirit of resilience and innovation continues to guide students to this day.
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text/x-wiki
rathosbanner
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File:Gauthwinbanner.png
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2024-04-11T02:09:38Z
Dnavas
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wikitext
text/x-wiki
gauthwin banner
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Gauthwin House
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2024-04-11T02:11:46Z
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Created page with "[[File:Gauthwinbanner.png|frame|left]] == The Students of Gauthwin House == Gauthwin House, adorned with the majestic and noble griffin, is the sanctuary of students who embody qualities of courage, loyalty, and strength. Those sorted into Gauthwin House are known for their boldness and valor, often specializing in spells of protection, defense, and combat. With a fierce sense of justice and a spirit of camaraderie, Gauthwin House students stand as stalwart defenders of..."
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[[File:Gauthwinbanner.png|frame|left]]
== The Students of Gauthwin House ==
Gauthwin House, adorned with the majestic and noble griffin, is the sanctuary of students who embody qualities of courage, loyalty, and strength. Those sorted into Gauthwin House are known for their boldness and valor, often specializing in spells of protection, defense, and combat. With a fierce sense of justice and a spirit of camaraderie, Gauthwin House students stand as stalwart defenders of their fellow classmates and the values they hold dear.
== The Founder ==
Cedric Gauthwin, a noble and courageous tiefling, dedicated his life to the defense of his homeland and the protection of its people. Inspired by his valor and sense of duty, he founded Gauthwin House at Wulfram and Wayne, seeking to instill the values of courage, loyalty, and strength in future generations of magic users. Under his leadership, Gauthwin House became a bastion of honor and chivalry, producing students who excelled in the arts of combat and defensive magic. Cedric's legacy lives on in the halls of Gauthwin House, where his spirit of bravery and selflessness continues to inspire students to stand up for what they believe in.
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/* The Founder */
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[[File:Gauthwinbanner.png|frame|left]]
== The Students of Gauthwin House ==
Gauthwin House, adorned with the majestic and noble griffin, is the sanctuary of students who embody qualities of courage, loyalty, and strength. Those sorted into Gauthwin House are known for their boldness and valor, often specializing in spells of protection, defense, and combat. With a fierce sense of justice and a spirit of camaraderie, Gauthwin House students stand as stalwart defenders of their fellow classmates and the values they hold dear.
== The Founder ==
Cedric Gauthwin, a noble and courageous tiefling, dedicated his life to the defense of his homeland and the protection of its people. Inspired by his valor and sense of duty, he founded Gauthwin House at [[Wulfram and Wayne]], seeking to instill the values of courage, loyalty, and strength in future generations of magic users. Under his leadership, Gauthwin House became a bastion of honor and chivalry, producing students who excelled in the arts of combat and defensive magic. Cedric's legacy lives on in the halls of Gauthwin House, where his spirit of bravery and selflessness continues to inspire students to stand up for what they believe in.
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File:Olivierbanner.png
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2024-04-11T02:12:45Z
Dnavas
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wikitext
text/x-wiki
olivier banner
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Olivier House
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2024-04-11T02:17:30Z
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Created page with "[[File:Olivierbanner.png|frame|left]] == The Students of House Olivier == Olivier House, represented by the wise and observant owl, is the haven of students who prioritize wisdom, knowledge, and intellect above all else. Those sorted into Olivier House are renowned for their scholarly pursuits and insatiable thirst for learning. Delving into the depths of magical theory and ancient lore, Olivier House students seek to unravel the mysteries of the arcane and push the bou..."
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[[File:Olivierbanner.png|frame|left]]
== The Students of House Olivier ==
Olivier House, represented by the wise and observant owl, is the haven of students who prioritize wisdom, knowledge, and intellect above all else. Those sorted into Olivier House are renowned for their scholarly pursuits and insatiable thirst for learning. Delving into the depths of magical theory and ancient lore, Olivier House students seek to unravel the mysteries of the arcane and push the boundaries of magical understanding, earning a reputation as prodigious scholars and seekers of truth.
== The Founder ==
Alric Olivier, a wise and learned Owlin, spent his life in pursuit of knowledge and enlightenment. Drawing upon his vast intellect and insatiable curiosity, he founded Olivier House at Wulfram and Wayne, seeking to create a house that valued wisdom and intellect above all else. Under his guidance, Olivier House became a bastion of scholarship and magical research, producing students who excelled in the study of arcane theory and ancient lore. Alaric's legacy lives on in the halls of Olivier House, where his spirit of inquiry and thirst for knowledge continues to shape the minds of future generations.
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[[File:Olivierbanner.png|frame|left]]
== The Students of House Olivier ==
Olivier House, represented by the wise and observant owl, is the haven of students who prioritize wisdom, knowledge, and intellect above all else. Those sorted into Olivier House are renowned for their scholarly pursuits and insatiable thirst for learning. Delving into the depths of magical theory and ancient lore, Olivier House students seek to unravel the mysteries of the arcane and push the boundaries of magical understanding, earning a reputation as prodigious scholars and seekers of truth.
== The Founder ==
Alric Olivier, a wise and learned Owlin, spent his life in pursuit of knowledge and enlightenment. Drawing upon his vast intellect and insatiable curiosity, he founded Olivier House at [[Wulfram and Wayne]], seeking to create a house that valued wisdom and intellect above all else. Under his guidance, Olivier House became a bastion of scholarship and magical research, producing students who excelled in the study of arcane theory and ancient lore. Alaric's legacy lives on in the halls of Olivier House, where his spirit of inquiry and thirst for knowledge continues to shape the minds of future generations.
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Rathos House
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2024-04-11T11:26:49Z
Dnavas
2
wikitext
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[[File:Rathosbanner.png|frame|left]]
== The Students of Rathos House ==
Rathos House, symbolized by the cunning and industrious spider, is the domain of students who exhibit traits of cunning, resourcefulness, and determination. Those sorted into Rathos House are skilled at weaving intricate spells and devising clever solutions to magical challenges. With a knack for strategy and a talent for thinking on their feet, Rathos House students excel in the art of spellcraft, earning a reputation as formidable tacticians and problem-solvers.
== The Founder ==
Arach Rathos, a cunning and industrious tabaxi, was famed for his ingenuity and resourcefulness in the field of magical engineering. Determined to create a house that valued cunning and determination above all else, he founded Rathos House at [[Wulfram and Wayne]]. Under his leadership, Rathos House became a bastion of strategic thinking and practical magic, producing students who excelled in the art of spellcraft and problem-solving. Arach's legacy lives on in the halls of Rathos House, where his spirit of resilience and innovation continues to guide students to this day.
== 1st Level Rathos House Spells ==
=== Ironbound Shield ===
'''School:''' Abjuration
'''Level:''' 1st-level
'''Casting Time:''' 1 reaction, which you take when you are hit by an attack
'''Range/Area:''' Self
'''Components:''' V, S
'''Duration:''' Instantaneous
'''Description:'''
<br>
You call upon the resilience of iron to shield yourself from harm. When you are hit by an attack, you can use your reaction to cast this spell. For the duration of the spell, spectral iron bands materialize around you, absorbing some of the incoming damage.
The damage you take from the triggering attack is reduced by 1d8 + your spellcasting ability modifier (minimum of 1). If the attack still hits you after the reduction, the remaining damage is resolved as normal.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage reduction increases by 1d8 for each slot level above 1st.
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Dnavas
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/* 1st Level Rathos House Spells */
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[[File:Rathosbanner.png|frame|left]]
== The Students of Rathos House ==
Rathos House, symbolized by the cunning and industrious spider, is the domain of students who exhibit traits of cunning, resourcefulness, and determination. Those sorted into Rathos House are skilled at weaving intricate spells and devising clever solutions to magical challenges. With a knack for strategy and a talent for thinking on their feet, Rathos House students excel in the art of spellcraft, earning a reputation as formidable tacticians and problem-solvers.
== The Founder ==
Arach Rathos, a cunning and industrious tabaxi, was famed for his ingenuity and resourcefulness in the field of magical engineering. Determined to create a house that valued cunning and determination above all else, he founded Rathos House at [[Wulfram and Wayne]]. Under his leadership, Rathos House became a bastion of strategic thinking and practical magic, producing students who excelled in the art of spellcraft and problem-solving. Arach's legacy lives on in the halls of Rathos House, where his spirit of resilience and innovation continues to guide students to this day.
== 1st Level Rathos House Spells ==
=== Ironbound Shield ===
'''School:''' Abjuration
'''Level:''' 1st-level
'''Casting Time:''' 1 reaction, which you take when you are hit by an attack
'''Range/Area:''' Self
'''Components:''' V, S
'''Duration:''' Instantaneous
'''Description:'''
<br>
You call upon the resilience of iron to shield yourself from harm. When you are hit by an attack, you can use your reaction to cast this spell. For the duration of the spell, spectral iron bands materialize around you, absorbing some of the incoming damage.
The damage you take from the triggering attack is reduced by 1d8 + your spellcasting ability modifier (minimum of 1). If the attack still hits you after the reduction, the remaining damage is resolved as normal.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage reduction increases by 1d8 for each slot level above 1st.
=== Arcane Smithing ===
'''School:''' Transmutation
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' Touch
'''Components:''' V, S, M (a small piece of coal)
'''Duration:''' 1 hour
'''Description:'''
<br>
You infuse a mundane weapon or suit of armor with arcane energy, temporarily enhancing its properties. When you cast this spell, touch a non-magical weapon or suit of armor. For the duration, the target gains the following benefits:
Weapon Enhancement: A non-magical weapon gains a +1 bonus to attack and damage rolls made with it. This bonus increases to +2 at 5th level, and +3 at 9th level.
Armor Enhancement: A non-magical suit of armor gains a +1 bonus to AC while it is worn. This bonus increases to +2 at 5th level, and +3 at 9th level.
The spell ends if you cast it again or if you dismiss it as an action.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonuses to attack and damage rolls or AC increase by 1 for each slot level above 1st.
=== Molten Hammer ===
'''School:'' Evocation
'''Level:''' 1st-level
'''Casting Time:''' 1 action
'''Range/Area:''' 60 feet
'''Components:''' V, S, M (a small piece of obsidian)
'''Duration:''' Instantaneous
'''Description:'''
<br>
You summon a hammer forged of molten lava and hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 fire damage, and it must make a Dexterity saving throw. On a failed save, the target also catches fire, taking an additional 1d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial fire damage and the ongoing fire damage both increase by 1d6 for each slot level above 1st.
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2024-04-11T11:30:14Z
Dnavas
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/* Molten Hammer */
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[[File:Rathosbanner.png|frame|left]]
== The Students of Rathos House ==
Rathos House, symbolized by the cunning and industrious spider, is the domain of students who exhibit traits of cunning, resourcefulness, and determination. Those sorted into Rathos House are skilled at weaving intricate spells and devising clever solutions to magical challenges. With a knack for strategy and a talent for thinking on their feet, Rathos House students excel in the art of spellcraft, earning a reputation as formidable tacticians and problem-solvers.
== The Founder ==
Arach Rathos, a cunning and industrious tabaxi, was famed for his ingenuity and resourcefulness in the field of magical engineering. Determined to create a house that valued cunning and determination above all else, he founded Rathos House at [[Wulfram and Wayne]]. Under his leadership, Rathos House became a bastion of strategic thinking and practical magic, producing students who excelled in the art of spellcraft and problem-solving. Arach's legacy lives on in the halls of Rathos House, where his spirit of resilience and innovation continues to guide students to this day.
== 1st Level Rathos House Spells ==
=== Ironbound Shield ===
'''School:''' Abjuration
'''Level:''' 1st-level
'''Casting Time:''' 1 reaction, which you take when you are hit by an attack
'''Range/Area:''' Self
'''Components:''' V, S
'''Duration:''' Instantaneous
'''Description:'''
<br>
You call upon the resilience of iron to shield yourself from harm. When you are hit by an attack, you can use your reaction to cast this spell. For the duration of the spell, spectral iron bands materialize around you, absorbing some of the incoming damage.
The damage you take from the triggering attack is reduced by 1d8 + your spellcasting ability modifier (minimum of 1). If the attack still hits you after the reduction, the remaining damage is resolved as normal.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage reduction increases by 1d8 for each slot level above 1st.
=== Arcane Smithing ===
'''School:''' Transmutation
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' Touch
'''Components:''' V, S, M (a small piece of coal)
'''Duration:''' 1 hour
'''Description:'''
<br>
You infuse a mundane weapon or suit of armor with arcane energy, temporarily enhancing its properties. When you cast this spell, touch a non-magical weapon or suit of armor. For the duration, the target gains the following benefits:
Weapon Enhancement: A non-magical weapon gains a +1 bonus to attack and damage rolls made with it. This bonus increases to +2 at 5th level, and +3 at 9th level.
Armor Enhancement: A non-magical suit of armor gains a +1 bonus to AC while it is worn. This bonus increases to +2 at 5th level, and +3 at 9th level.
The spell ends if you cast it again or if you dismiss it as an action.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonuses to attack and damage rolls or AC increase by 1 for each slot level above 1st.
=== Molten Hammer ===
'''School:''' Evocation
'''Level:''' 1st-level
'''Casting Time:''' 1 action
'''Range/Area:''' 60 feet
'''Components:''' V, S, M (a small piece of obsidian)
'''Duration:''' Instantaneous
'''Description:'''
<br>
You summon a hammer forged of molten lava and hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 fire damage, and it must make a Dexterity saving throw. On a failed save, the target also catches fire, taking an additional 1d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial fire damage and the ongoing fire damage both increase by 1d6 for each slot level above 1st.
2d186bb6f0aae79ac4c63a4ddececf135d402b44
129
108
2024-04-11T15:12:28Z
Dnavas
2
/* 1st Level Rathos House Spells */
wikitext
text/x-wiki
[[File:Rathosbanner.png|frame|left]]
== The Students of Rathos House ==
Rathos House, symbolized by the cunning and industrious spider, is the domain of students who exhibit traits of cunning, resourcefulness, and determination. Those sorted into Rathos House are skilled at weaving intricate spells and devising clever solutions to magical challenges. With a knack for strategy and a talent for thinking on their feet, Rathos House students excel in the art of spellcraft, earning a reputation as formidable tacticians and problem-solvers.
== The Founder ==
Arach Rathos, a cunning and industrious tabaxi, was famed for his ingenuity and resourcefulness in the field of magical engineering. Determined to create a house that valued cunning and determination above all else, he founded Rathos House at [[Wulfram and Wayne]]. Under his leadership, Rathos House became a bastion of strategic thinking and practical magic, producing students who excelled in the art of spellcraft and problem-solving. Arach's legacy lives on in the halls of Rathos House, where his spirit of resilience and innovation continues to guide students to this day.
== 1st Level Rathos House Spells ==
<br>
=== Ironbound Shield ===
'''School:''' Abjuration
'''Level:''' 1st-level
'''Casting Time:''' 1 reaction, which you take when you are hit by an attack
'''Range/Area:''' Self
'''Components:''' V, S
'''Duration:''' Instantaneous
'''Description:'''
<br>
You call upon the resilience of iron to shield yourself from harm. When you are hit by an attack, you can use your reaction to cast this spell. For the duration of the spell, spectral iron bands materialize around you, absorbing some of the incoming damage.
The damage you take from the triggering attack is reduced by 1d8 + your spellcasting ability modifier (minimum of 1). If the attack still hits you after the reduction, the remaining damage is resolved as normal.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage reduction increases by 1d8 for each slot level above 1st.
=== Arcane Smithing ===
'''School:''' Transmutation
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' Touch
'''Components:''' V, S, M (a small piece of coal)
'''Duration:''' 1 hour
'''Description:'''
<br>
You infuse a mundane weapon or suit of armor with arcane energy, temporarily enhancing its properties. When you cast this spell, touch a non-magical weapon or suit of armor. For the duration, the target gains the following benefits:
Weapon Enhancement: A non-magical weapon gains a +1 bonus to attack and damage rolls made with it. This bonus increases to +2 at 5th level, and +3 at 9th level.
Armor Enhancement: A non-magical suit of armor gains a +1 bonus to AC while it is worn. This bonus increases to +2 at 5th level, and +3 at 9th level.
The spell ends if you cast it again or if you dismiss it as an action.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonuses to attack and damage rolls or AC increase by 1 for each slot level above 1st.
=== Molten Hammer ===
'''School:''' Evocation
'''Level:''' 1st-level
'''Casting Time:''' 1 action
'''Range/Area:''' 60 feet
'''Components:''' V, S, M (a small piece of obsidian)
'''Duration:''' Instantaneous
'''Description:'''
<br>
You summon a hammer forged of molten lava and hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 fire damage, and it must make a Dexterity saving throw. On a failed save, the target also catches fire, taking an additional 1d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial fire damage and the ongoing fire damage both increase by 1d6 for each slot level above 1st.
42714fc840dcee8eb38ba18cce171bb2ee13e44d
131
129
2024-04-11T17:56:36Z
Dnavas
2
wikitext
text/x-wiki
[[File:Rathosbanner.png|frame|left]]
== The Students of Rathos House ==
Rathos House, symbolized by the cunning and industrious spider, is the domain of students who exhibit traits of cunning, resourcefulness, and determination. Those sorted into Rathos House are skilled at weaving intricate spells and devising clever solutions to magical challenges. With a knack for strategy and a talent for thinking on their feet, Rathos House students excel in the art of spellcraft, earning a reputation as formidable tacticians and problem-solvers.
== The Founder ==
Arach Rathos, a cunning and industrious tabaxi, was famed for his ingenuity and resourcefulness in the field of magical engineering. Determined to create a house that valued cunning and determination above all else, he founded Rathos House at [[Wulfram and Wayne]]. Under his leadership, Rathos House became a bastion of strategic thinking and practical magic, producing students who excelled in the art of spellcraft and problem-solving. Arach's legacy lives on in the halls of Rathos House, where his spirit of resilience and innovation continues to guide students to this day.
[[File:Rathoscommonroom.png|frame|left]]
== Rathos House Common Room ==
<br>
The Rathos House common room exudes an aura of rugged determination and practical ingenuity, reflecting the traits of its inhabitants: cunning, resourcefulness, and unwavering determination. Nestled deep within the labyrinthine corridors of Wulfram and Wayne, the common room serves as a gathering place for students sorted into Rathos House, where they can hone their skills, share their knowledge, and strategize for the challenges ahead.
'''Entrance:'''
<br>
Students entering the Rathos House common room are greeted by a sturdy wooden door adorned with intricate carvings depicting ancient runes, symbols of craftsmanship, and scenes of cunning triumphs. The door itself seems to exude an aura of resilience and determination, hinting at the spirit of its inhabitants.
'''Interior:'''
<br>
Upon stepping inside, students find themselves in a spacious chamber reminiscent of an adventurer's guild hall, with rough-hewn stone walls adorned with maps, weapons racks, and trophies of past conquests. The room is illuminated by flickering torches and lanterns, casting deep shadows that seem to dance across the rugged surfaces.
'''Seating Areas:'''
<br>
Clusters of sturdy wooden tables and chairs are arranged throughout the common room, each bearing the scars of countless battles and adventures. Here, students gather to discuss tactics, swap stories of past exploits, and engage in friendly competitions of strategy and skill. The atmosphere is one of camaraderie and mutual respect, as students bond over their shared love of adventure and discovery.
'''Training Grounds:'''
<br>
A designated area of the common room has been set aside as a makeshift training ground, where students can practice their combat magic techniques and hone their prowess. Wooden dummies, sparring mats, and training weapons are available for students to use, allowing them to sharpen their skills in a safe and controlled environment.
'''Tactical Displays:'''
<br>
Adorning the walls of the common room are tactical displays and strategic maps depicting past battles, military maneuvers, and siege tactics. Students often gather around these displays to analyze past victories and defeats, brainstorm new strategies, and plan for future expeditions into the unknown.
'''Resource Libraries:'''
<br>
In one corner of the common room, students will find shelves lined with volumes of practical knowledge, ranging from survival guides and field manuals to blueprints and schematics for traps, gadgets, and contraptions. These resource libraries serve as a treasure trove of information for aspiring adventurers, providing them with the tools and techniques they need to overcome any obstacle.
== 1st Level Rathos House Spells ==
<br>
=== Ironbound Shield ===
'''School:''' Abjuration
'''Level:''' 1st-level
'''Casting Time:''' 1 reaction, which you take when you are hit by an attack
'''Range/Area:''' Self
'''Components:''' V, S
'''Duration:''' Instantaneous
'''Description:'''
<br>
You call upon the resilience of iron to shield yourself from harm. When you are hit by an attack, you can use your reaction to cast this spell. For the duration of the spell, spectral iron bands materialize around you, absorbing some of the incoming damage.
The damage you take from the triggering attack is reduced by 1d8 + your spellcasting ability modifier (minimum of 1). If the attack still hits you after the reduction, the remaining damage is resolved as normal.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage reduction increases by 1d8 for each slot level above 1st.
=== Arcane Smithing ===
'''School:''' Transmutation
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' Touch
'''Components:''' V, S, M (a small piece of coal)
'''Duration:''' 1 hour
'''Description:'''
<br>
You infuse a mundane weapon or suit of armor with arcane energy, temporarily enhancing its properties. When you cast this spell, touch a non-magical weapon or suit of armor. For the duration, the target gains the following benefits:
Weapon Enhancement: A non-magical weapon gains a +1 bonus to attack and damage rolls made with it. This bonus increases to +2 at 5th level, and +3 at 9th level.
Armor Enhancement: A non-magical suit of armor gains a +1 bonus to AC while it is worn. This bonus increases to +2 at 5th level, and +3 at 9th level.
The spell ends if you cast it again or if you dismiss it as an action.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bonuses to attack and damage rolls or AC increase by 1 for each slot level above 1st.
=== Molten Hammer ===
'''School:''' Evocation
'''Level:''' 1st-level
'''Casting Time:''' 1 action
'''Range/Area:''' 60 feet
'''Components:''' V, S, M (a small piece of obsidian)
'''Duration:''' Instantaneous
'''Description:'''
<br>
You summon a hammer forged of molten lava and hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 fire damage, and it must make a Dexterity saving throw. On a failed save, the target also catches fire, taking an additional 1d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial fire damage and the ongoing fire damage both increase by 1d6 for each slot level above 1st.
decab02c9ea32fffb90796f35489b3c529df59b0
Gauthwin House
0
45
109
100
2024-04-11T11:42:13Z
Dnavas
2
wikitext
text/x-wiki
[[File:Gauthwinbanner.png|frame|left]]
== The Students of Gauthwin House ==
Gauthwin House, adorned with the majestic and noble griffin, is the sanctuary of students who embody qualities of courage, loyalty, and strength. Those sorted into Gauthwin House are known for their boldness and valor, often specializing in spells of protection, defense, and combat. With a fierce sense of justice and a spirit of camaraderie, Gauthwin House students stand as stalwart defenders of their fellow classmates and the values they hold dear.
== The Founder ==
Cedric Gauthwin, a noble and courageous tiefling, dedicated his life to the defense of his homeland and the protection of its people. Inspired by his valor and sense of duty, he founded Gauthwin House at [[Wulfram and Wayne]], seeking to instill the values of courage, loyalty, and strength in future generations of magic users. Under his leadership, Gauthwin House became a bastion of honor and chivalry, producing students who excelled in the arts of combat and defensive magic. Cedric's legacy lives on in the halls of Gauthwin House, where his spirit of bravery and selflessness continues to inspire students to stand up for what they believe in.
== 1st Level Gauthwin House Spells ==
=== Guardian's Vigil ===
'''School:''' Abjuration
'''Level:''' 1st-level
'''Casting Time:''' 1 reaction
'''Range/Area:''' Self
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 hour
'''Description:'''
You call upon the protective spirits of Gauthwin House to watch over you in times of need. For the duration, spectral guardians manifest around you, providing you with enhanced protection against incoming attacks.
While the spell is active, you gain the following benefits:
* You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
* Whenever a creature within 60 feet of you makes an attack against a target other than you, you can use your reaction to impose disadvantage on the attack roll.
The spell ends if you dismiss it as an action or if you lose concentration.
=== Beacon of Renewal ===
'''School:''' Conjuration
'''Level:''' 1st-level
'''Casting Time:'' 1 action
'''Range/Area:''' 30 feet
'''Components:''' V, S
'''Duration:''' Instantaneous
Description:
You conjure a beacon of radiant energy, imbued with the healing power of Gauthwin House. A burst of soothing light emanates from your outstretched hand, restoring vitality to injured allies within range.
Choose a creature within 30 feet of you. That creature regains hit points equal to 1d8 + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
=== Guardian's Resilience ===
'''School:''' Abjuration
'''Level:''' 1st-level
'''Casting Time:''' 1 action
'''Range/Area:''' Self
'''Components:''' V, S
'''Duration:''' 1 hour
Description:
You summon a shimmering aura of protective energy in a 60 foot sphere that surrounds you and your allies, bolstering their defenses against harm. When you cast this spell, you and any ally within range gain temporary hit points equal to 1d6 + your spellcasting ability modifier if they end their turn within the sphere.
These temporary hit points last for the duration of the spell or until they are depleted. Once the temporary hit points are gone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 1d6 for each slot level above 1st.
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110
109
2024-04-11T11:42:31Z
Dnavas
2
/* Guardian's Resilience */
wikitext
text/x-wiki
[[File:Gauthwinbanner.png|frame|left]]
== The Students of Gauthwin House ==
Gauthwin House, adorned with the majestic and noble griffin, is the sanctuary of students who embody qualities of courage, loyalty, and strength. Those sorted into Gauthwin House are known for their boldness and valor, often specializing in spells of protection, defense, and combat. With a fierce sense of justice and a spirit of camaraderie, Gauthwin House students stand as stalwart defenders of their fellow classmates and the values they hold dear.
== The Founder ==
Cedric Gauthwin, a noble and courageous tiefling, dedicated his life to the defense of his homeland and the protection of its people. Inspired by his valor and sense of duty, he founded Gauthwin House at [[Wulfram and Wayne]], seeking to instill the values of courage, loyalty, and strength in future generations of magic users. Under his leadership, Gauthwin House became a bastion of honor and chivalry, producing students who excelled in the arts of combat and defensive magic. Cedric's legacy lives on in the halls of Gauthwin House, where his spirit of bravery and selflessness continues to inspire students to stand up for what they believe in.
== 1st Level Gauthwin House Spells ==
=== Guardian's Vigil ===
'''School:''' Abjuration
'''Level:''' 1st-level
'''Casting Time:''' 1 reaction
'''Range/Area:''' Self
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 hour
'''Description:'''
You call upon the protective spirits of Gauthwin House to watch over you in times of need. For the duration, spectral guardians manifest around you, providing you with enhanced protection against incoming attacks.
While the spell is active, you gain the following benefits:
* You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
* Whenever a creature within 60 feet of you makes an attack against a target other than you, you can use your reaction to impose disadvantage on the attack roll.
The spell ends if you dismiss it as an action or if you lose concentration.
=== Beacon of Renewal ===
'''School:''' Conjuration
'''Level:''' 1st-level
'''Casting Time:'' 1 action
'''Range/Area:''' 30 feet
'''Components:''' V, S
'''Duration:''' Instantaneous
Description:
You conjure a beacon of radiant energy, imbued with the healing power of Gauthwin House. A burst of soothing light emanates from your outstretched hand, restoring vitality to injured allies within range.
Choose a creature within 30 feet of you. That creature regains hit points equal to 1d8 + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
=== Guardian's Resilience ===
'''School:''' Abjuration
'''Level:''' 1st-level
'''Casting Time:''' 1 action
'''Range/Area:''' Self
'''Components:''' V, S
'''Duration:''' 1 hour
'''Description:'''
<br>
You summon a shimmering aura of protective energy in a 60 foot sphere that surrounds you and your allies, bolstering their defenses against harm. When you cast this spell, you and any ally within range gain temporary hit points equal to 1d6 + your spellcasting ability modifier if they end their turn within the sphere.
These temporary hit points last for the duration of the spell or until they are depleted. Once the temporary hit points are gone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 1d6 for each slot level above 1st.
dc4808f4a2e017ab21756db92c5a7cea26fdec40
111
110
2024-04-11T11:42:52Z
Dnavas
2
/* Guardian's Vigil */
wikitext
text/x-wiki
[[File:Gauthwinbanner.png|frame|left]]
== The Students of Gauthwin House ==
Gauthwin House, adorned with the majestic and noble griffin, is the sanctuary of students who embody qualities of courage, loyalty, and strength. Those sorted into Gauthwin House are known for their boldness and valor, often specializing in spells of protection, defense, and combat. With a fierce sense of justice and a spirit of camaraderie, Gauthwin House students stand as stalwart defenders of their fellow classmates and the values they hold dear.
== The Founder ==
Cedric Gauthwin, a noble and courageous tiefling, dedicated his life to the defense of his homeland and the protection of its people. Inspired by his valor and sense of duty, he founded Gauthwin House at [[Wulfram and Wayne]], seeking to instill the values of courage, loyalty, and strength in future generations of magic users. Under his leadership, Gauthwin House became a bastion of honor and chivalry, producing students who excelled in the arts of combat and defensive magic. Cedric's legacy lives on in the halls of Gauthwin House, where his spirit of bravery and selflessness continues to inspire students to stand up for what they believe in.
== 1st Level Gauthwin House Spells ==
=== Guardian's Vigil ===
'''School:''' Abjuration
'''Level:''' 1st-level
'''Casting Time:''' 1 reaction
'''Range/Area:''' Self
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 hour
'''Description:'''
<Br>
You call upon the protective spirits of Gauthwin House to watch over you in times of need. For the duration, spectral guardians manifest around you, providing you with enhanced protection against incoming attacks.
While the spell is active, you gain the following benefits:
* You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
* Whenever a creature within 60 feet of you makes an attack against a target other than you, you can use your reaction to impose disadvantage on the attack roll.
The spell ends if you dismiss it as an action or if you lose concentration.
=== Beacon of Renewal ===
'''School:''' Conjuration
'''Level:''' 1st-level
'''Casting Time:'' 1 action
'''Range/Area:''' 30 feet
'''Components:''' V, S
'''Duration:''' Instantaneous
Description:
You conjure a beacon of radiant energy, imbued with the healing power of Gauthwin House. A burst of soothing light emanates from your outstretched hand, restoring vitality to injured allies within range.
Choose a creature within 30 feet of you. That creature regains hit points equal to 1d8 + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
=== Guardian's Resilience ===
'''School:''' Abjuration
'''Level:''' 1st-level
'''Casting Time:''' 1 action
'''Range/Area:''' Self
'''Components:''' V, S
'''Duration:''' 1 hour
'''Description:'''
<br>
You summon a shimmering aura of protective energy in a 60 foot sphere that surrounds you and your allies, bolstering their defenses against harm. When you cast this spell, you and any ally within range gain temporary hit points equal to 1d6 + your spellcasting ability modifier if they end their turn within the sphere.
These temporary hit points last for the duration of the spell or until they are depleted. Once the temporary hit points are gone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 1d6 for each slot level above 1st.
805704c1a1efdec5cf5ab2ac6e87e3edf425bdc5
133
111
2024-04-11T18:08:29Z
Dnavas
2
wikitext
text/x-wiki
[[File:Gauthwinbanner.png|frame|left]]
== The Students of Gauthwin House ==
Gauthwin House, adorned with the majestic and noble griffin, is the sanctuary of students who embody qualities of courage, loyalty, and strength. Those sorted into Gauthwin House are known for their boldness and valor, often specializing in spells of protection, defense, and combat. With a fierce sense of justice and a spirit of camaraderie, Gauthwin House students stand as stalwart defenders of their fellow classmates and the values they hold dear.
== The Founder ==
Cedric Gauthwin, a noble and courageous tiefling, dedicated his life to the defense of his homeland and the protection of its people. Inspired by his valor and sense of duty, he founded Gauthwin House at [[Wulfram and Wayne]], seeking to instill the values of courage, loyalty, and strength in future generations of magic users. Under his leadership, Gauthwin House became a bastion of honor and chivalry, producing students who excelled in the arts of combat and defensive magic. Cedric's legacy lives on in the halls of Gauthwin House, where his spirit of bravery and selflessness continues to inspire students to stand up for what they believe in.
[[File:Gauthwincommonroom.png|frame|left]]
== Gauthwin House Common Room ==
<br>
The Gauthwin House common room radiates an aura of strength, valor, and camaraderie, reflecting the noble traits of its inhabitants: courage, loyalty, and unwavering strength of character. Situated within the heart of Wulfram and Wayne, the common room serves as a sanctuary for students sorted into Gauthwin House, where they can find solace, support, and inspiration amidst the challenges of magical education.
'''Entrance:'''
<br>
Upon entering the Gauthwin House common room, students are greeted by a pair of imposing stone guardians flanking the entrance, their stern visages conveying a sense of strength and determination. The heavy wooden door is emblazoned with the sigil of Gauthwin House—a majestic griffin with outstretched wings, symbolizing courage and nobility.
'''Interior:'''
<br>
Inside, the common room exudes an atmosphere of warmth and solidarity, with walls adorned with banners, tapestries, and heraldic emblems depicting scenes of valorous deeds and heroic exploits. The air is filled with the faint scent of hearth smoke and the sound of crackling fires, creating a cozy and inviting ambiance.
'''Seating Areas:'''
<br>
Clusters of sturdy wooden benches and chairs are arranged around the room, surrounding a central hearth where a roaring fire burns bright. Here, students gather to relax, socialize, and unwind after a long day of magical studies. The atmosphere is one of camaraderie and mutual respect, as students bond over their shared values of courage, loyalty, and strength.
'''Altar of Honor:'''
<br>
At the heart of the common room stands an altar dedicated to the heroes and champions of Gauthwin House, adorned with candles, flowers, and tokens of remembrance. Here, students pay homage to those who have come before them, drawing strength and inspiration from the noble deeds and sacrifices of their predecessors.
'''Central Hearth:'''
<br>
At the heart of the common room stands a grand hearth, its flames dancing and flickering with a warm, golden light. The hearth serves as a focal point for the room, drawing students together in its comforting glow and fostering a sense of community and camaraderie. Above the hearth, a mantle displays an array of trophies and mementos commemorating the achievements and triumphs of Gauthwin House members, from championship banners to ceremonial weapons.
== 1st Level Gauthwin House Spells ==
=== Guardian's Vigil ===
'''School:''' Abjuration
'''Level:''' 1st-level
'''Casting Time:''' 1 reaction
'''Range/Area:''' Self
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 hour
'''Description:'''
<Br>
You call upon the protective spirits of Gauthwin House to watch over you in times of need. For the duration, spectral guardians manifest around you, providing you with enhanced protection against incoming attacks.
While the spell is active, you gain the following benefits:
* You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
* Whenever a creature within 60 feet of you makes an attack against a target other than you, you can use your reaction to impose disadvantage on the attack roll.
The spell ends if you dismiss it as an action or if you lose concentration.
=== Beacon of Renewal ===
'''School:''' Conjuration
'''Level:''' 1st-level
'''Casting Time:'' 1 action
'''Range/Area:''' 30 feet
'''Components:''' V, S
'''Duration:''' Instantaneous
Description:
You conjure a beacon of radiant energy, imbued with the healing power of Gauthwin House. A burst of soothing light emanates from your outstretched hand, restoring vitality to injured allies within range.
Choose a creature within 30 feet of you. That creature regains hit points equal to 1d8 + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
=== Guardian's Resilience ===
'''School:''' Abjuration
'''Level:''' 1st-level
'''Casting Time:''' 1 action
'''Range/Area:''' Self
'''Components:''' V, S
'''Duration:''' 1 hour
'''Description:'''
<br>
You summon a shimmering aura of protective energy in a 60 foot sphere that surrounds you and your allies, bolstering their defenses against harm. When you cast this spell, you and any ally within range gain temporary hit points equal to 1d6 + your spellcasting ability modifier if they end their turn within the sphere.
These temporary hit points last for the duration of the spell or until they are depleted. Once the temporary hit points are gone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 1d6 for each slot level above 1st.
485e75ff936262500c7073c84e5bb1e01200c1ea
Olivier House
0
47
112
97
2024-04-11T11:48:21Z
Dnavas
2
wikitext
text/x-wiki
[[File:Olivierbanner.png|frame|left]]
== The Students of House Olivier ==
Olivier House, represented by the wise and observant owl, is the haven of students who prioritize wisdom, knowledge, and intellect above all else. Those sorted into Olivier House are renowned for their scholarly pursuits and insatiable thirst for learning. Delving into the depths of magical theory and ancient lore, Olivier House students seek to unravel the mysteries of the arcane and push the boundaries of magical understanding, earning a reputation as prodigious scholars and seekers of truth.
== The Founder ==
Alric Olivier, a wise and learned Owlin, spent his life in pursuit of knowledge and enlightenment. Drawing upon his vast intellect and insatiable curiosity, he founded Olivier House at [[Wulfram and Wayne]], seeking to create a house that valued wisdom and intellect above all else. Under his guidance, Olivier House became a bastion of scholarship and magical research, producing students who excelled in the study of arcane theory and ancient lore. Alaric's legacy lives on in the halls of Olivier House, where his spirit of inquiry and thirst for knowledge continues to shape the minds of future generations.
== 1st Level Olivier House Spells ==
=== Astral Echo ===
'''School:''' Illusion
''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' Self
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 minute
'''Description:'''
<br>
You create an illusory duplicate of yourself that appears beside you, mimicking your actions and movements. The duplicate appears indistinguishable from you and can move up to 30 feet away from you on each of your turns.
While the spell is active, you can use a bonus action to command the duplicate to make a ranged spell attack against a creature within 30 feet of it. The attack uses your spellcasting ability modifier and deals 1d6 force damage on a hit.
The duplicate has an AC of 10 + your Dexterity modifier and has hit points equal to your own. It disappears if it takes half or more of its HP in damage or if it moves more than 30 feet away from you.
The spell ends if you dismiss it as an action or if you lose concentration.
5c8cb8a18fbce48364d4ef53ca62fce86c4d512f
113
112
2024-04-11T11:48:34Z
Dnavas
2
/* 1st Level Olivier House Spells */
wikitext
text/x-wiki
[[File:Olivierbanner.png|frame|left]]
== The Students of House Olivier ==
Olivier House, represented by the wise and observant owl, is the haven of students who prioritize wisdom, knowledge, and intellect above all else. Those sorted into Olivier House are renowned for their scholarly pursuits and insatiable thirst for learning. Delving into the depths of magical theory and ancient lore, Olivier House students seek to unravel the mysteries of the arcane and push the boundaries of magical understanding, earning a reputation as prodigious scholars and seekers of truth.
== The Founder ==
Alric Olivier, a wise and learned Owlin, spent his life in pursuit of knowledge and enlightenment. Drawing upon his vast intellect and insatiable curiosity, he founded Olivier House at [[Wulfram and Wayne]], seeking to create a house that valued wisdom and intellect above all else. Under his guidance, Olivier House became a bastion of scholarship and magical research, producing students who excelled in the study of arcane theory and ancient lore. Alaric's legacy lives on in the halls of Olivier House, where his spirit of inquiry and thirst for knowledge continues to shape the minds of future generations.
== 1st Level Olivier House Spells ==
=== Astral Echo ===
'''School:''' Illusion
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' Self
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 minute
'''Description:'''
<br>
You create an illusory duplicate of yourself that appears beside you, mimicking your actions and movements. The duplicate appears indistinguishable from you and can move up to 30 feet away from you on each of your turns.
While the spell is active, you can use a bonus action to command the duplicate to make a ranged spell attack against a creature within 30 feet of it. The attack uses your spellcasting ability modifier and deals 1d6 force damage on a hit.
The duplicate has an AC of 10 + your Dexterity modifier and has hit points equal to your own. It disappears if it takes half or more of its HP in damage or if it moves more than 30 feet away from you.
The spell ends if you dismiss it as an action or if you lose concentration.
d363362617933fce40c4f3d38a0929f13e686a60
114
113
2024-04-11T11:53:54Z
Dnavas
2
/* 1st Level Olivier House Spells */
wikitext
text/x-wiki
[[File:Olivierbanner.png|frame|left]]
== The Students of House Olivier ==
Olivier House, represented by the wise and observant owl, is the haven of students who prioritize wisdom, knowledge, and intellect above all else. Those sorted into Olivier House are renowned for their scholarly pursuits and insatiable thirst for learning. Delving into the depths of magical theory and ancient lore, Olivier House students seek to unravel the mysteries of the arcane and push the boundaries of magical understanding, earning a reputation as prodigious scholars and seekers of truth.
== The Founder ==
Alric Olivier, a wise and learned Owlin, spent his life in pursuit of knowledge and enlightenment. Drawing upon his vast intellect and insatiable curiosity, he founded Olivier House at [[Wulfram and Wayne]], seeking to create a house that valued wisdom and intellect above all else. Under his guidance, Olivier House became a bastion of scholarship and magical research, producing students who excelled in the study of arcane theory and ancient lore. Alaric's legacy lives on in the halls of Olivier House, where his spirit of inquiry and thirst for knowledge continues to shape the minds of future generations.
== 1st Level Olivier House Spells ==
=== Astral Echo ===
'''School:''' Illusion
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' Self
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 minute
'''Description:'''
<br>
You create an illusory duplicate of yourself that appears beside you, mimicking your actions and movements. The duplicate appears indistinguishable from you and can move up to 30 feet away from you on each of your turns.
While the spell is active, you can use a bonus action to command the duplicate to make a ranged spell attack against a creature within 30 feet of it. The attack uses your spellcasting ability modifier and deals 1d6 force damage on a hit.
The duplicate has an AC of 10 + your Dexterity modifier and has hit points equal to your own. It disappears if it takes half or more of its HP in damage or if it moves more than 30 feet away from you.
The spell ends if you dismiss it as an action or if you lose concentration.
=== Ethereal Whispers ===
'''School:''' Divination
'''Level:''' 1st-level
'''Casting Time:''' 1 action
'''Range/Area:''' Self
'''Components:''' V, S, M (a piece of silvered glass)
'''Duration:''' Concentration, up to 1 minute
'''Description:'''
You open your mind to the echoes of the ethereal realm, allowing you to perceive glimpses of events beyond the material plane. For the duration of the spell, your senses extend into the ethereal plane, granting you brief glimpses of the past, present, and potential futures.
While the spell is active, you gain the following benefits:
* You can see into the ethereal plane, allowing you to perceive ethereal creatures and objects as if they were partially overlapping with the material plane.
* You have advantage on Intelligence (Investigation) checks made to uncover hidden or obscured information.
* You can communicate telepathically with creatures on the ethereal plane within 30 feet of you, as long as they understand at least one language.
The spell ends if you dismiss it as an action or if you lose concentration.
=== Sanctuary Ward ===
'''School:''' Abjuration
'''Level:''' 1st-level
'''Casting Time:''' Reaction
'''Range/Area:''' Self
'''Components:''' V, S, M (a small silver amulet)
'''Duration:''' Concentration, up to 1 hour
'''Description:'''
You create a protective ward around yourself, imbued with the ancient defensive magic of Olivier House. For the duration of the spell, shimmering runes encircle you, warding off attacks and providing you with enhanced resilience against harm.
While the spell is active, you gain the following benefits:
* You have resistance to one damage type of your choice. You can choose a different damage type whenever you finish a long rest.
* Whenever a creature makes a melee attack against you, it must make a Wisdom saving throw. On a failed save, the attack automatically misses you and the creature cannot target you with melee attacks until the end of its next turn.
The spell ends if you dismiss it as an action or if you lose concentration.
806a298ba34a2007936b633cabc65b62b6960c26
115
114
2024-04-11T11:54:21Z
Dnavas
2
/* 1st Level Olivier House Spells */
wikitext
text/x-wiki
[[File:Olivierbanner.png|frame|left]]
== The Students of House Olivier ==
Olivier House, represented by the wise and observant owl, is the haven of students who prioritize wisdom, knowledge, and intellect above all else. Those sorted into Olivier House are renowned for their scholarly pursuits and insatiable thirst for learning. Delving into the depths of magical theory and ancient lore, Olivier House students seek to unravel the mysteries of the arcane and push the boundaries of magical understanding, earning a reputation as prodigious scholars and seekers of truth.
== The Founder ==
Alric Olivier, a wise and learned Owlin, spent his life in pursuit of knowledge and enlightenment. Drawing upon his vast intellect and insatiable curiosity, he founded Olivier House at [[Wulfram and Wayne]], seeking to create a house that valued wisdom and intellect above all else. Under his guidance, Olivier House became a bastion of scholarship and magical research, producing students who excelled in the study of arcane theory and ancient lore. Alaric's legacy lives on in the halls of Olivier House, where his spirit of inquiry and thirst for knowledge continues to shape the minds of future generations.
== 1st Level Olivier House Spells ==
=== Astral Echo ===
'''School:''' Illusion
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' Self
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 minute
'''Description:'''
<br>
You create an illusory duplicate of yourself that appears beside you, mimicking your actions and movements. The duplicate appears indistinguishable from you and can move up to 30 feet away from you on each of your turns.
While the spell is active, you can use a bonus action to command the duplicate to make a ranged spell attack against a creature within 30 feet of it. The attack uses your spellcasting ability modifier and deals 1d6 force damage on a hit.
The duplicate has an AC of 10 + your Dexterity modifier and has hit points equal to your own. It disappears if it takes half or more of its HP in damage or if it moves more than 30 feet away from you.
The spell ends if you dismiss it as an action or if you lose concentration.
=== Ethereal Whispers ===
'''School:''' Divination
'''Level:''' 1st-level
'''Casting Time:''' 1 action
'''Range/Area:''' Self
'''Components:''' V, S, M (a piece of silvered glass)
'''Duration:''' Concentration, up to 1 minute
'''Description:'''
<br>
You open your mind to the echoes of the ethereal realm, allowing you to perceive glimpses of events beyond the material plane. For the duration of the spell, your senses extend into the ethereal plane, granting you brief glimpses of the past, present, and potential futures.
While the spell is active, you gain the following benefits:
* You can see into the ethereal plane, allowing you to perceive ethereal creatures and objects as if they were partially overlapping with the material plane.
* You have advantage on Intelligence (Investigation) checks made to uncover hidden or obscured information.
* You can communicate telepathically with creatures on the ethereal plane within 30 feet of you, as long as they understand at least one language.
The spell ends if you dismiss it as an action or if you lose concentration.
=== Sanctuary Ward ===
'''School:''' Abjuration
'''Level:''' 1st-level
'''Casting Time:''' Reaction
'''Range/Area:''' Self
'''Components:''' V, S, M (a small silver amulet)
'''Duration:''' Concentration, up to 1 hour
'''Description:'''
<br>
You create a protective ward around yourself, imbued with the ancient defensive magic of Olivier House. For the duration of the spell, shimmering runes encircle you, warding off attacks and providing you with enhanced resilience against harm.
While the spell is active, you gain the following benefits:
* You have resistance to one damage type of your choice. You can choose a different damage type whenever you finish a long rest.
* Whenever a creature makes a melee attack against you, it must make a Wisdom saving throw. On a failed save, the attack automatically misses you and the creature cannot target you with melee attacks until the end of its next turn.
The spell ends if you dismiss it as an action or if you lose concentration.
515fbf13c46e7e3f3948643bb94cce07241ad86a
151
115
2024-04-12T01:16:20Z
Dnavas
2
wikitext
text/x-wiki
[[File:Olivierbanner.png|frame|left]]
== The Students of House Olivier ==
Olivier House, represented by the wise and observant owl, is the haven of students who prioritize wisdom, knowledge, and intellect above all else. Those sorted into Olivier House are renowned for their scholarly pursuits and insatiable thirst for learning. Delving into the depths of magical theory and ancient lore, Olivier House students seek to unravel the mysteries of the arcane and push the boundaries of magical understanding, earning a reputation as prodigious scholars and seekers of truth.
== The Founder ==
Alric Olivier, a wise and learned Owlin, spent his life in pursuit of knowledge and enlightenment. Drawing upon his vast intellect and insatiable curiosity, he founded Olivier House at [[Wulfram and Wayne]], seeking to create a house that valued wisdom and intellect above all else. Under his guidance, Olivier House became a bastion of scholarship and magical research, producing students who excelled in the study of arcane theory and ancient lore. Alaric's legacy lives on in the halls of Olivier House, where his spirit of inquiry and thirst for knowledge continues to shape the minds of future generations.
== Olivier House Common Room ==
The Olivier House common room is a sanctuary of wisdom, knowledge, and intellectual pursuit, reflecting the characteristics of its inhabitants with an atmosphere of scholarly reverence and contemplative tranquility. Nestled within the heart of Wulfram and Wayne, the common room serves as a haven for students sorted into Olivier House, where they can immerse themselves in the pursuit of knowledge, engage in stimulating discourse, and cultivate their intellect amidst the magical wonders of the academy.
Entrance:
Upon entering the Olivier House common room, students are greeted by a grand arched doorway adorned with intricate carvings depicting scenes of ancient scholars, celestial constellations, and arcane sigils. The door stands as a symbol of enlightenment and discovery, inviting students to step into a realm of intellectual exploration and scholarly inquiry.
Interior:
Inside, the common room exudes an aura of quiet contemplation and academic excellence, with walls lined with shelves overflowing with tomes, scrolls, and manuscripts spanning a multitude of magical disciplines and scholarly pursuits. The air is imbued with the scent of aged parchment and candle wax, creating a soothing ambiance that inspires deep thought and introspection.
Seating Areas:
Clusters of comfortable armchairs and plush sofas are arranged throughout the common room, surrounded by elegant reading lamps and mahogany side tables bearing stacks of books and parchment scrolls. Here, students gather to read, study, and engage in intellectual discourse, exchanging ideas and insights with their peers in an atmosphere of mutual respect and admiration.
Study Nooks:
Secluded alcoves and hidden alcoves are scattered throughout the common room, each furnished with a cozy reading nook, a writing desk, and a small bookshelf stocked with reference materials and academic texts. These private sanctuaries offer students a quiet space to concentrate on their studies and delve into the depths of magical theory and arcane lore.
Research Stations:
At various points around the room, students will find research stations equipped with enchanted quills, inkwells, and parchment scrolls, allowing them to document their findings and record their observations with meticulous precision. Here, they can conduct experiments, analyze data, and contribute to the ever-expanding body of magical knowledge.
Observatory:
A domed observatory occupies one corner of the common room, housing a powerful telescope and celestial charting equipment for students to explore the mysteries of the cosmos. Under the starry night sky, students can observe celestial phenomena, track the movements of celestial bodies, and contemplate the wonders of the universe in all its splendor.
Lecture Hall:
A dedicated lecture hall serves as a venue for scholarly presentations, guest lectures, and academic symposiums, featuring a raised dais for speakers and rows of wooden benches for attendees. Here, students gather to learn from esteemed faculty members, engage in intellectual debates, and expand their understanding of magical theory and arcane principles.
== 1st Level Olivier House Spells ==
=== Astral Echo ===
'''School:''' Illusion
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' Self
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 minute
'''Description:'''
<br>
You create an illusory duplicate of yourself that appears beside you, mimicking your actions and movements. The duplicate appears indistinguishable from you and can move up to 30 feet away from you on each of your turns.
While the spell is active, you can use a bonus action to command the duplicate to make a ranged spell attack against a creature within 30 feet of it. The attack uses your spellcasting ability modifier and deals 1d6 force damage on a hit.
The duplicate has an AC of 10 + your Dexterity modifier and has hit points equal to your own. It disappears if it takes half or more of its HP in damage or if it moves more than 30 feet away from you.
The spell ends if you dismiss it as an action or if you lose concentration.
=== Ethereal Whispers ===
'''School:''' Divination
'''Level:''' 1st-level
'''Casting Time:''' 1 action
'''Range/Area:''' Self
'''Components:''' V, S, M (a piece of silvered glass)
'''Duration:''' Concentration, up to 1 minute
'''Description:'''
<br>
You open your mind to the echoes of the ethereal realm, allowing you to perceive glimpses of events beyond the material plane. For the duration of the spell, your senses extend into the ethereal plane, granting you brief glimpses of the past, present, and potential futures.
While the spell is active, you gain the following benefits:
* You can see into the ethereal plane, allowing you to perceive ethereal creatures and objects as if they were partially overlapping with the material plane.
* You have advantage on Intelligence (Investigation) checks made to uncover hidden or obscured information.
* You can communicate telepathically with creatures on the ethereal plane within 30 feet of you, as long as they understand at least one language.
The spell ends if you dismiss it as an action or if you lose concentration.
=== Sanctuary Ward ===
'''School:''' Abjuration
'''Level:''' 1st-level
'''Casting Time:''' Reaction
'''Range/Area:''' Self
'''Components:''' V, S, M (a small silver amulet)
'''Duration:''' Concentration, up to 1 hour
'''Description:'''
<br>
You create a protective ward around yourself, imbued with the ancient defensive magic of Olivier House. For the duration of the spell, shimmering runes encircle you, warding off attacks and providing you with enhanced resilience against harm.
While the spell is active, you gain the following benefits:
* You have resistance to one damage type of your choice. You can choose a different damage type whenever you finish a long rest.
* Whenever a creature makes a melee attack against you, it must make a Wisdom saving throw. On a failed save, the attack automatically misses you and the creature cannot target you with melee attacks until the end of its next turn.
The spell ends if you dismiss it as an action or if you lose concentration.
04684b0aa37817990f72ae60a1d0fd6533aaa3d3
153
151
2024-04-12T01:21:10Z
Dnavas
2
/* Olivier House Common Room */
wikitext
text/x-wiki
[[File:Olivierbanner.png|frame|left]]
== The Students of House Olivier ==
Olivier House, represented by the wise and observant owl, is the haven of students who prioritize wisdom, knowledge, and intellect above all else. Those sorted into Olivier House are renowned for their scholarly pursuits and insatiable thirst for learning. Delving into the depths of magical theory and ancient lore, Olivier House students seek to unravel the mysteries of the arcane and push the boundaries of magical understanding, earning a reputation as prodigious scholars and seekers of truth.
== The Founder ==
Alric Olivier, a wise and learned Owlin, spent his life in pursuit of knowledge and enlightenment. Drawing upon his vast intellect and insatiable curiosity, he founded Olivier House at [[Wulfram and Wayne]], seeking to create a house that valued wisdom and intellect above all else. Under his guidance, Olivier House became a bastion of scholarship and magical research, producing students who excelled in the study of arcane theory and ancient lore. Alaric's legacy lives on in the halls of Olivier House, where his spirit of inquiry and thirst for knowledge continues to shape the minds of future generations.
[[File:Oliviercommon.png|frame|left]]
== Olivier House Common Room ==
The Olivier House common room is a sanctuary of wisdom, knowledge, and intellectual pursuit, reflecting the characteristics of its inhabitants with an atmosphere of scholarly reverence and contemplative tranquility. Nestled within the heart of Wulfram and Wayne, the common room serves as a haven for students sorted into Olivier House, where they can immerse themselves in the pursuit of knowledge, engage in stimulating discourse, and cultivate their intellect amidst the magical wonders of the academy.
'''Entrance:'''
Upon entering the Olivier House common room, students are greeted by a grand arched doorway adorned with intricate carvings depicting scenes of ancient scholars, celestial constellations, and arcane sigils. The door stands as a symbol of enlightenment and discovery, inviting students to step into a realm of intellectual exploration and scholarly inquiry.
<br>
'''Interior:'''
Inside, the common room exudes an aura of quiet contemplation and academic excellence, with walls lined with shelves overflowing with tomes, scrolls, and manuscripts spanning a multitude of magical disciplines and scholarly pursuits. The air is imbued with the scent of aged parchment and candle wax, creating a soothing ambiance that inspires deep thought and introspection.
<br>
'''Seating Areas:'''
Clusters of comfortable armchairs and plush sofas are arranged throughout the common room, surrounded by elegant reading lamps and mahogany side tables bearing stacks of books and parchment scrolls. Here, students gather to read, study, and engage in intellectual discourse, exchanging ideas and insights with their peers in an atmosphere of mutual respect and admiration.
<br>
'''Study Nooks:'''
Secluded alcoves and hidden alcoves are scattered throughout the common room, each furnished with a cozy reading nook, a writing desk, and a small bookshelf stocked with reference materials and academic texts. These private sanctuaries offer students a quiet space to concentrate on their studies and delve into the depths of magical theory and arcane lore.
<br>
'''Research Stations:'''
At various points around the room, students will find research stations equipped with enchanted quills, inkwells, and parchment scrolls, allowing them to document their findings and record their observations with meticulous precision. Here, they can conduct experiments, analyze data, and contribute to the ever-expanding body of magical knowledge.
<br>
'''Observatory:'''
A domed observatory occupies one corner of the common room, housing a powerful telescope and celestial charting equipment for students to explore the mysteries of the cosmos. Under the starry night sky, students can observe celestial phenomena, track the movements of celestial bodies, and contemplate the wonders of the universe in all its splendor.
== 1st Level Olivier House Spells ==
=== Astral Echo ===
'''School:''' Illusion
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' Self
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 minute
'''Description:'''
<br>
You create an illusory duplicate of yourself that appears beside you, mimicking your actions and movements. The duplicate appears indistinguishable from you and can move up to 30 feet away from you on each of your turns.
While the spell is active, you can use a bonus action to command the duplicate to make a ranged spell attack against a creature within 30 feet of it. The attack uses your spellcasting ability modifier and deals 1d6 force damage on a hit.
The duplicate has an AC of 10 + your Dexterity modifier and has hit points equal to your own. It disappears if it takes half or more of its HP in damage or if it moves more than 30 feet away from you.
The spell ends if you dismiss it as an action or if you lose concentration.
=== Ethereal Whispers ===
'''School:''' Divination
'''Level:''' 1st-level
'''Casting Time:''' 1 action
'''Range/Area:''' Self
'''Components:''' V, S, M (a piece of silvered glass)
'''Duration:''' Concentration, up to 1 minute
'''Description:'''
<br>
You open your mind to the echoes of the ethereal realm, allowing you to perceive glimpses of events beyond the material plane. For the duration of the spell, your senses extend into the ethereal plane, granting you brief glimpses of the past, present, and potential futures.
While the spell is active, you gain the following benefits:
* You can see into the ethereal plane, allowing you to perceive ethereal creatures and objects as if they were partially overlapping with the material plane.
* You have advantage on Intelligence (Investigation) checks made to uncover hidden or obscured information.
* You can communicate telepathically with creatures on the ethereal plane within 30 feet of you, as long as they understand at least one language.
The spell ends if you dismiss it as an action or if you lose concentration.
=== Sanctuary Ward ===
'''School:''' Abjuration
'''Level:''' 1st-level
'''Casting Time:''' Reaction
'''Range/Area:''' Self
'''Components:''' V, S, M (a small silver amulet)
'''Duration:''' Concentration, up to 1 hour
'''Description:'''
<br>
You create a protective ward around yourself, imbued with the ancient defensive magic of Olivier House. For the duration of the spell, shimmering runes encircle you, warding off attacks and providing you with enhanced resilience against harm.
While the spell is active, you gain the following benefits:
* You have resistance to one damage type of your choice. You can choose a different damage type whenever you finish a long rest.
* Whenever a creature makes a melee attack against you, it must make a Wisdom saving throw. On a failed save, the attack automatically misses you and the creature cannot target you with melee attacks until the end of its next turn.
The spell ends if you dismiss it as an action or if you lose concentration.
9b3d9936ffc016724bfcde4dafe3042c3ed7fdb2
House Zyquin
0
5
116
20
2024-04-11T13:17:53Z
Dnavas
2
wikitext
text/x-wiki
[[File:Zyquinflag.png|700px|frame|left]]
== Lord and Connections: ==
'''Current Lord:''' Riniya Zyquin
<br>
'''Connections:''' Pjetur Zyquin (son)
== House/Land Status:==
'''[[Al de Baran]] & [[Izlude]]:''' Stable
== Relations:==
[[House Fontaine]]: Neutral
[[House Voulroreth]]: Neutral
[[House Gilric]]: Good
== RINIYA ZYQUIN ==
A [[merfolk]] herself, Rinia Zyquin is the lord of [[Izlude]] and [[Al de Baran]], two large hubs for Merfolk. Riniya rules over her land well, and her people have minimal to no complaints. Her son Pjetur is a well known Alchemist in Al de Baran and is sought out by many.
Where [[House Gilric]] excels at their research and advancements in the area of magic, House Zyquin excels at their research in the areas of flora and fauna.
== BYLAN ISLAND ==
Bylan Island is the home of the merfolk and where their ancestors originated from. These days, an agreement is in place barring entrance to Bylan island, as its residents view it as a holy site and do not want it tainted by outsiders.
131f49ac4a9b0e02d82cad5c17d7aa9bae0b9d5d
117
116
2024-04-11T13:18:45Z
Dnavas
2
wikitext
text/x-wiki
== Lord and Connections: ==
'''Current Lord:''' Riniya Zyquin
<br>
'''Connections:''' Pjetur Zyquin (son)
== House/Land Status:==
'''[[Al de Baran]] & [[Izlude]]:''' Stable
== Relations:==
[[House Fontaine]]: Neutral
[[House Voulroreth]]: Neutral
[[House Gilric]]: Good
== RINIYA ZYQUIN ==
A [[merfolk]] herself, Rinia Zyquin is the lord of [[Izlude]] and [[Al de Baran]], two large hubs for Merfolk. Riniya rules over her land well, and her people have minimal to no complaints. Her son Pjetur is a well known Alchemist in Al de Baran and is sought out by many.
Where [[House Gilric]] excels at their research and advancements in the area of magic, House Zyquin excels at their research in the areas of flora and fauna.
== BYLAN ISLAND ==
Bylan Island is the home of the merfolk and where their ancestors originated from. These days, an agreement is in place barring entrance to Bylan island, as its residents view it as a holy site and do not want it tainted by outsiders.
255fdc2860e22d986ac475beae00b63206b50c6c
119
117
2024-04-11T13:23:45Z
Dnavas
2
wikitext
text/x-wiki
[[File:Zyquinemblem.png|frame|left]]
== Lord and Connections: ==
'''Current Lord:''' Riniya Zyquin
<br>
'''Connections:''' Pjetur Zyquin (son)
== House/Land Status:==
'''[[Al de Baran]] & [[Izlude]]:''' Stable
== Relations:==
[[House Fontaine]]: Neutral
[[House Voulroreth]]: Neutral
[[House Gilric]]: Good
== RINIYA ZYQUIN ==
A [[merfolk]] herself, Rinia Zyquin is the lord of [[Izlude]] and [[Al de Baran]], two large hubs for Merfolk. Riniya rules over her land well, and her people have minimal to no complaints. Her son Pjetur is a well known Alchemist in Al de Baran and is sought out by many.
Where [[House Gilric]] excels at their research and advancements in the area of magic, House Zyquin excels at their research in the areas of flora and fauna.
== BYLAN ISLAND ==
Bylan Island is the home of the merfolk and where their ancestors originated from. These days, an agreement is in place barring entrance to Bylan island, as its residents view it as a holy site and do not want it tainted by outsiders.
b6cbe76ff8b9a216cdd4245a460bb1fbb369614c
File:Zyquinemblem.png
6
48
118
2024-04-11T13:23:29Z
Dnavas
2
wikitext
text/x-wiki
zyquin emblem
e990ae5aa73ede41951ec6940eeaf0f21a6b62c9
Auriel House
0
40
120
105
2024-04-11T14:28:50Z
Dnavas
2
/* 1st Level Auriel House Spells */
wikitext
text/x-wiki
[[File:Aurielhousebanner.png|frame|left]]
==The Students of Auriel House ==
Auriel House, symbolized by the graceful and ethereal fairy, is home to students who possess a natural affinity for creativity, intuition, and enchantment. Those sorted into Auriel House are often known for their imaginative approach to magic, excelling in the arts of illusion, charm, and transformation. With a keen eye for beauty and a talent for weaving spells that captivate the senses, Auriel House students bring a touch of magic and wonder to every aspect of their lives at Wulfram and Wayne.
== The Founder ==
Elara Auriel, an enigmatic and graceful elf, was renowned for her mastery of enchantment and illusion magic. Seeking to create a sanctuary for students who shared her love for creativity and intuition, she founded Auriel House at [[Wulfram and Wayne]]. Under her guidance, Auriel House became a haven for aspiring mages who excelled in the arts of charm, transformation, and spellcraft. Elara's legacy lives on in the halls of Auriel House, where her spirit of wonder and imagination continues to inspire generations of students.
== 1st Level Auriel House Spells ==
<br>
<br>
=== Fey Veil ===
'''School:''' Illusion
'''Level:''' 1st level
'''Casting Time:''' Bonus action
'''Range/Area:''' Self
'''Components:''' V, S, M (a small vial of fey dust)
'''Duration:''' Concentration, up to 1 hour
'''Description:'''
<br>
You shroud yourself in a shimmering veil of fey magic, rendering you partially invisible to the naked eye. For the duration of the spell, you gain the following benefits:
* You have advantage on Dexterity (Stealth) checks made to hide.
* Creatures have disadvantage on Wisdom (Perception) checks to perceive you, unless they have magical means of seeing invisible creatures.
* Attacks made against you have disadvantage if the attacker can't see you and aren't relying on blindsight or tremorsense.
* You can move through creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
The spell ends if you attack, cast a spell, or use a feature that affects another creature. Additionally, the spell ends if you dismiss it as an action, or if you lose concentration.
=== Illusionary Distraction ===
'''School:''' Illusion
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' 60 feet
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 minute
'''Description:'''
<br>
You create an illusory distraction at a point you can see within range. The distraction can take the form of a creature, object, or sound, chosen by you when you cast the spell. The illusion appears to be real and can move within the spell's range, but it cannot deal damage, interact physically with objects, or produce any harmful effects.
Any creature that can see the illusion must make an Intelligence saving throw against your spell save DC. On a failed save, the creature becomes distracted by the illusion and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion for the duration of the spell. A creature that succeeds on its saving throw is immune to the illusion's effects for the duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create an additional illusionary distraction for each slot level above 3rd.
=== Feyfire Blast ===
'''School:''' Evocation
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' 120 feet
'''Components:''' V, S, M (a pinch of pixie dust)
'''Duration:''' Instantaneous
'''Description:'''
<br>
You unleash a blast of shimmering energy imbued with the essence of the Feywild at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage and 1d6 psychic damage, and it must succeed on a Wisdom saving throw or be blinded until the end of its next turn.
Additionally, the target emits a dim, flickering light in a 20-foot radius, shedding dim light for 10 feet beyond that. This light lasts for 1 minute or until the target drops to 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radiant damage increases by 1d10 for each slot level above 1st, and the psychic damage increases by 1d6 for each slot level above 1st.
2f8edf550e3245314efb9faf49eb019f301872aa
121
120
2024-04-11T14:29:02Z
Dnavas
2
/* 1st Level Auriel House Spells */
wikitext
text/x-wiki
[[File:Aurielhousebanner.png|frame|left]]
==The Students of Auriel House ==
Auriel House, symbolized by the graceful and ethereal fairy, is home to students who possess a natural affinity for creativity, intuition, and enchantment. Those sorted into Auriel House are often known for their imaginative approach to magic, excelling in the arts of illusion, charm, and transformation. With a keen eye for beauty and a talent for weaving spells that captivate the senses, Auriel House students bring a touch of magic and wonder to every aspect of their lives at Wulfram and Wayne.
== The Founder ==
Elara Auriel, an enigmatic and graceful elf, was renowned for her mastery of enchantment and illusion magic. Seeking to create a sanctuary for students who shared her love for creativity and intuition, she founded Auriel House at [[Wulfram and Wayne]]. Under her guidance, Auriel House became a haven for aspiring mages who excelled in the arts of charm, transformation, and spellcraft. Elara's legacy lives on in the halls of Auriel House, where her spirit of wonder and imagination continues to inspire generations of students.
== 1st Level Auriel House Spells ==
<br>
=== Fey Veil ===
'''School:''' Illusion
'''Level:''' 1st level
'''Casting Time:''' Bonus action
'''Range/Area:''' Self
'''Components:''' V, S, M (a small vial of fey dust)
'''Duration:''' Concentration, up to 1 hour
'''Description:'''
<br>
You shroud yourself in a shimmering veil of fey magic, rendering you partially invisible to the naked eye. For the duration of the spell, you gain the following benefits:
* You have advantage on Dexterity (Stealth) checks made to hide.
* Creatures have disadvantage on Wisdom (Perception) checks to perceive you, unless they have magical means of seeing invisible creatures.
* Attacks made against you have disadvantage if the attacker can't see you and aren't relying on blindsight or tremorsense.
* You can move through creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
The spell ends if you attack, cast a spell, or use a feature that affects another creature. Additionally, the spell ends if you dismiss it as an action, or if you lose concentration.
=== Illusionary Distraction ===
'''School:''' Illusion
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' 60 feet
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 minute
'''Description:'''
<br>
You create an illusory distraction at a point you can see within range. The distraction can take the form of a creature, object, or sound, chosen by you when you cast the spell. The illusion appears to be real and can move within the spell's range, but it cannot deal damage, interact physically with objects, or produce any harmful effects.
Any creature that can see the illusion must make an Intelligence saving throw against your spell save DC. On a failed save, the creature becomes distracted by the illusion and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion for the duration of the spell. A creature that succeeds on its saving throw is immune to the illusion's effects for the duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create an additional illusionary distraction for each slot level above 3rd.
=== Feyfire Blast ===
'''School:''' Evocation
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' 120 feet
'''Components:''' V, S, M (a pinch of pixie dust)
'''Duration:''' Instantaneous
'''Description:'''
<br>
You unleash a blast of shimmering energy imbued with the essence of the Feywild at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage and 1d6 psychic damage, and it must succeed on a Wisdom saving throw or be blinded until the end of its next turn.
Additionally, the target emits a dim, flickering light in a 20-foot radius, shedding dim light for 10 feet beyond that. This light lasts for 1 minute or until the target drops to 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radiant damage increases by 1d10 for each slot level above 1st, and the psychic damage increases by 1d6 for each slot level above 1st.
b1736cdc615565eefa2d7a9719d7f388a266988e
123
121
2024-04-11T14:54:38Z
Dnavas
2
wikitext
text/x-wiki
[[File:Aurielhousebanner.png|frame|left]]
==The Students of Auriel House ==
Auriel House, symbolized by the graceful and ethereal fairy, is home to students who possess a natural affinity for creativity, intuition, and enchantment. Those sorted into Auriel House are often known for their imaginative approach to magic, excelling in the arts of illusion, charm, and transformation. With a keen eye for beauty and a talent for weaving spells that captivate the senses, Auriel House students bring a touch of magic and wonder to every aspect of their lives at Wulfram and Wayne.
== The Founder ==
Elara Auriel, an enigmatic and graceful elf, was renowned for her mastery of enchantment and illusion magic. Seeking to create a sanctuary for students who shared her love for creativity and intuition, she founded Auriel House at [[Wulfram and Wayne]]. Under her guidance, Auriel House became a haven for aspiring mages who excelled in the arts of charm, transformation, and spellcraft. Elara's legacy lives on in the halls of Auriel House, where her spirit of wonder and imagination continues to inspire generations of students.
== Auriel House Common Room ==
The Auriel House common room is a sanctuary of creativity and enchantment, a place where the air thrums with magic and the walls pulse with vibrant colors and ethereal energy. Tucked away in a secluded corner of Wulfram and Wayne, the common room serves as a haven for students sorted into Auriel House, where they can unleash their imaginations and immerse themselves in the wonders of enchantment.
'''Entrance:'''
As students enter the Auriel House common room, they are greeted by a shimmering doorway adorned with intricate fairy motifs and enchanted crystals that cast prismatic patterns of light across the floor. The entrance exudes an aura of whimsy and wonder, inviting students to leave behind the mundane world and step into a realm of magic and possibility.
'''Interior:'''
Inside the common room, students find themselves surrounded by an enchanted forest of sorts, with walls draped in cascading vines, illuminated by softly glowing fireflies, and adorned with delicate fairy wings and shimmering dreamcatchers. The room is bathed in a warm, golden light that seems to dance and flicker like the flames of a magical bonfire.
'''Seating Areas:'''
Scattered throughout the common room are clusters of plush cushions, cozy armchairs, and intricately carved wooden benches, arranged in semi-circular formations around low tables adorned with crystal balls, tarot cards, and stacks of ancient spellbooks. Students often gather here to relax, socialize, and engage in spirited discussions about magic, mythology, and the mysteries of the universe.
'''Enchantment Stations:'''
At various points around the room, students will find enchantment stations equipped with spellcasting materials, enchanted inkwells, and quills infused with magical ink. Here, they can unleash their creativity and experiment with enchanting objects, crafting charms, and weaving intricate spells into everyday items.
'''Artistic Displays:'''
The walls of the common room are adorned with an ever-changing gallery of artwork created by Auriel House students, ranging from dazzling illusions and intricate tapestries to mesmerizing kaleidoscopes of color and light. Ethereal music fills the air, composed by talented bards and musicians who find inspiration in the magical ambiance of the room.
'''Enchanted Garden:'''
A focal point of the common room is the enchanted garden nestled in one corner, where students can commune with nature and draw inspiration from the living world. The garden is alive with exotic plants, blooming flowers, and cascading waterfalls, creating a serene and tranquil oasis amidst the hustle and bustle of magical academia.
'''Reading Nooks:'''
For those seeking solitude and introspection, secluded reading nooks can be found tucked away in alcoves and hidden alcoves throughout the common room. Here, students can lose themselves in ancient tomes, fairy tales, and volumes of poetry, allowing their imaginations to soar and their intuition to flourish.
In the Auriel House common room, creativity knows no bounds, and enchantment is woven into the very fabric of the space. It is a sanctuary where students can unleash their inner magic, explore the depths of their intuition, and forge lasting bonds with like-minded souls united by their passion for the arcane arts.
== 1st Level Auriel House Spells ==
<br>
=== Fey Veil ===
'''School:''' Illusion
'''Level:''' 1st level
'''Casting Time:''' Bonus action
'''Range/Area:''' Self
'''Components:''' V, S, M (a small vial of fey dust)
'''Duration:''' Concentration, up to 1 hour
'''Description:'''
<br>
You shroud yourself in a shimmering veil of fey magic, rendering you partially invisible to the naked eye. For the duration of the spell, you gain the following benefits:
* You have advantage on Dexterity (Stealth) checks made to hide.
* Creatures have disadvantage on Wisdom (Perception) checks to perceive you, unless they have magical means of seeing invisible creatures.
* Attacks made against you have disadvantage if the attacker can't see you and aren't relying on blindsight or tremorsense.
* You can move through creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
The spell ends if you attack, cast a spell, or use a feature that affects another creature. Additionally, the spell ends if you dismiss it as an action, or if you lose concentration.
=== Illusionary Distraction ===
'''School:''' Illusion
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' 60 feet
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 minute
'''Description:'''
<br>
You create an illusory distraction at a point you can see within range. The distraction can take the form of a creature, object, or sound, chosen by you when you cast the spell. The illusion appears to be real and can move within the spell's range, but it cannot deal damage, interact physically with objects, or produce any harmful effects.
Any creature that can see the illusion must make an Intelligence saving throw against your spell save DC. On a failed save, the creature becomes distracted by the illusion and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion for the duration of the spell. A creature that succeeds on its saving throw is immune to the illusion's effects for the duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create an additional illusionary distraction for each slot level above 3rd.
=== Feyfire Blast ===
'''School:''' Evocation
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' 120 feet
'''Components:''' V, S, M (a pinch of pixie dust)
'''Duration:''' Instantaneous
'''Description:'''
<br>
You unleash a blast of shimmering energy imbued with the essence of the Feywild at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage and 1d6 psychic damage, and it must succeed on a Wisdom saving throw or be blinded until the end of its next turn.
Additionally, the target emits a dim, flickering light in a 20-foot radius, shedding dim light for 10 feet beyond that. This light lasts for 1 minute or until the target drops to 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radiant damage increases by 1d10 for each slot level above 1st, and the psychic damage increases by 1d6 for each slot level above 1st.
63deb6bbd31deb9f586a0e3e947b50f5f2977731
124
123
2024-04-11T14:55:25Z
Dnavas
2
/* Auriel House Common Room */
wikitext
text/x-wiki
[[File:Aurielhousebanner.png|frame|left]]
==The Students of Auriel House ==
Auriel House, symbolized by the graceful and ethereal fairy, is home to students who possess a natural affinity for creativity, intuition, and enchantment. Those sorted into Auriel House are often known for their imaginative approach to magic, excelling in the arts of illusion, charm, and transformation. With a keen eye for beauty and a talent for weaving spells that captivate the senses, Auriel House students bring a touch of magic and wonder to every aspect of their lives at Wulfram and Wayne.
== The Founder ==
Elara Auriel, an enigmatic and graceful elf, was renowned for her mastery of enchantment and illusion magic. Seeking to create a sanctuary for students who shared her love for creativity and intuition, she founded Auriel House at [[Wulfram and Wayne]]. Under her guidance, Auriel House became a haven for aspiring mages who excelled in the arts of charm, transformation, and spellcraft. Elara's legacy lives on in the halls of Auriel House, where her spirit of wonder and imagination continues to inspire generations of students.
== Auriel House Common Room ==
The Auriel House common room is a sanctuary of creativity and enchantment, a place where the air thrums with magic and the walls pulse with vibrant colors and ethereal energy. Tucked away in a secluded corner of Wulfram and Wayne, the common room serves as a haven for students sorted into Auriel House, where they can unleash their imaginations and immerse themselves in the wonders of enchantment.
<br>
'''Entrance:'''
<br>
As students enter the Auriel House common room, they are greeted by a shimmering doorway adorned with intricate fairy motifs and enchanted crystals that cast prismatic patterns of light across the floor. The entrance exudes an aura of whimsy and wonder, inviting students to leave behind the mundane world and step into a realm of magic and possibility.
'''Interior:'''
<br>
Inside the common room, students find themselves surrounded by an enchanted forest of sorts, with walls draped in cascading vines, illuminated by softly glowing fireflies, and adorned with delicate fairy wings and shimmering dreamcatchers. The room is bathed in a warm, golden light that seems to dance and flicker like the flames of a magical bonfire.
'''Seating Areas:'''
<br>
Scattered throughout the common room are clusters of plush cushions, cozy armchairs, and intricately carved wooden benches, arranged in semi-circular formations around low tables adorned with crystal balls, tarot cards, and stacks of ancient spellbooks. Students often gather here to relax, socialize, and engage in spirited discussions about magic, mythology, and the mysteries of the universe.
'''Enchantment Stations:'''
<br>
At various points around the room, students will find enchantment stations equipped with spellcasting materials, enchanted inkwells, and quills infused with magical ink. Here, they can unleash their creativity and experiment with enchanting objects, crafting charms, and weaving intricate spells into everyday items.
'''Artistic Displays:'''
<br>
The walls of the common room are adorned with an ever-changing gallery of artwork created by Auriel House students, ranging from dazzling illusions and intricate tapestries to mesmerizing kaleidoscopes of color and light. Ethereal music fills the air, composed by talented bards and musicians who find inspiration in the magical ambiance of the room.
'''Enchanted Garden:'''
<br>
A focal point of the common room is the enchanted garden nestled in one corner, where students can commune with nature and draw inspiration from the living world. The garden is alive with exotic plants, blooming flowers, and cascading waterfalls, creating a serene and tranquil oasis amidst the hustle and bustle of magical academia.
'''Reading Nooks:'''
<br>
For those seeking solitude and introspection, secluded reading nooks can be found tucked away in alcoves and hidden alcoves throughout the common room. Here, students can lose themselves in ancient tomes, fairy tales, and volumes of poetry, allowing their imaginations to soar and their intuition to flourish.
<br>
In the Auriel House common room, creativity knows no bounds, and enchantment is woven into the very fabric of the space. It is a sanctuary where students can unleash their inner magic, explore the depths of their intuition, and forge lasting bonds with like-minded souls united by their passion for the arcane arts.
== 1st Level Auriel House Spells ==
<br>
=== Fey Veil ===
'''School:''' Illusion
'''Level:''' 1st level
'''Casting Time:''' Bonus action
'''Range/Area:''' Self
'''Components:''' V, S, M (a small vial of fey dust)
'''Duration:''' Concentration, up to 1 hour
'''Description:'''
<br>
You shroud yourself in a shimmering veil of fey magic, rendering you partially invisible to the naked eye. For the duration of the spell, you gain the following benefits:
* You have advantage on Dexterity (Stealth) checks made to hide.
* Creatures have disadvantage on Wisdom (Perception) checks to perceive you, unless they have magical means of seeing invisible creatures.
* Attacks made against you have disadvantage if the attacker can't see you and aren't relying on blindsight or tremorsense.
* You can move through creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
The spell ends if you attack, cast a spell, or use a feature that affects another creature. Additionally, the spell ends if you dismiss it as an action, or if you lose concentration.
=== Illusionary Distraction ===
'''School:''' Illusion
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' 60 feet
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 minute
'''Description:'''
<br>
You create an illusory distraction at a point you can see within range. The distraction can take the form of a creature, object, or sound, chosen by you when you cast the spell. The illusion appears to be real and can move within the spell's range, but it cannot deal damage, interact physically with objects, or produce any harmful effects.
Any creature that can see the illusion must make an Intelligence saving throw against your spell save DC. On a failed save, the creature becomes distracted by the illusion and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion for the duration of the spell. A creature that succeeds on its saving throw is immune to the illusion's effects for the duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create an additional illusionary distraction for each slot level above 3rd.
=== Feyfire Blast ===
'''School:''' Evocation
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' 120 feet
'''Components:''' V, S, M (a pinch of pixie dust)
'''Duration:''' Instantaneous
'''Description:'''
<br>
You unleash a blast of shimmering energy imbued with the essence of the Feywild at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage and 1d6 psychic damage, and it must succeed on a Wisdom saving throw or be blinded until the end of its next turn.
Additionally, the target emits a dim, flickering light in a 20-foot radius, shedding dim light for 10 feet beyond that. This light lasts for 1 minute or until the target drops to 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radiant damage increases by 1d10 for each slot level above 1st, and the psychic damage increases by 1d6 for each slot level above 1st.
6d5266625ea7a018fe172ea4e09f86513ed86638
125
124
2024-04-11T14:55:51Z
Dnavas
2
/* Auriel House Common Room */
wikitext
text/x-wiki
[[File:Aurielhousebanner.png|frame|left]]
==The Students of Auriel House ==
Auriel House, symbolized by the graceful and ethereal fairy, is home to students who possess a natural affinity for creativity, intuition, and enchantment. Those sorted into Auriel House are often known for their imaginative approach to magic, excelling in the arts of illusion, charm, and transformation. With a keen eye for beauty and a talent for weaving spells that captivate the senses, Auriel House students bring a touch of magic and wonder to every aspect of their lives at Wulfram and Wayne.
== The Founder ==
Elara Auriel, an enigmatic and graceful elf, was renowned for her mastery of enchantment and illusion magic. Seeking to create a sanctuary for students who shared her love for creativity and intuition, she founded Auriel House at [[Wulfram and Wayne]]. Under her guidance, Auriel House became a haven for aspiring mages who excelled in the arts of charm, transformation, and spellcraft. Elara's legacy lives on in the halls of Auriel House, where her spirit of wonder and imagination continues to inspire generations of students.
== Auriel House Common Room ==
The Auriel House common room is a sanctuary of creativity and enchantment, a place where the air thrums with magic and the walls pulse with vibrant colors and ethereal energy. Tucked away in a secluded corner of Wulfram and Wayne, the common room serves as a haven for students sorted into Auriel House, where they can unleash their imaginations and immerse themselves in the wonders of enchantment.
<br>
'''Entrance:'''
<br>
As students enter the Auriel House common room, they are greeted by a shimmering doorway adorned with intricate fairy motifs and enchanted crystals that cast prismatic patterns of light across the floor. The entrance exudes an aura of whimsy and wonder, inviting students to leave behind the mundane world and step into a realm of magic and possibility.
'''Interior:'''
<br>
Inside the common room, students find themselves surrounded by an enchanted forest of sorts, with walls draped in cascading vines, illuminated by softly glowing fireflies, and adorned with delicate fairy wings and shimmering dreamcatchers. The room is bathed in a warm, golden light that seems to dance and flicker like the flames of a magical bonfire.
'''Seating Areas:'''
<br>
Scattered throughout the common room are clusters of plush cushions, cozy armchairs, and intricately carved wooden benches, arranged in semi-circular formations around low tables adorned with crystal balls, tarot cards, and stacks of ancient spellbooks. Students often gather here to relax, socialize, and engage in spirited discussions about magic, mythology, and the mysteries of the universe.
'''Enchantment Stations:'''
<br>
At various points around the room, students will find enchantment stations equipped with spellcasting materials, enchanted inkwells, and quills infused with magical ink. Here, they can unleash their creativity and experiment with enchanting objects, crafting charms, and weaving intricate spells into everyday items.
'''Artistic Displays:'''
<br>
The walls of the common room are adorned with an ever-changing gallery of artwork created by Auriel House students, ranging from dazzling illusions and intricate tapestries to mesmerizing kaleidoscopes of color and light. Ethereal music fills the air, composed by talented bards and musicians who find inspiration in the magical ambiance of the room.
'''Enchanted Garden:'''
<br>
A focal point of the common room is the enchanted garden nestled in one corner, where students can commune with nature and draw inspiration from the living world. The garden is alive with exotic plants, blooming flowers, and cascading waterfalls, creating a serene and tranquil oasis amidst the hustle and bustle of magical academia.
'''Reading Nooks:'''
<br>
For those seeking solitude and introspection, secluded reading nooks can be found tucked away in alcoves and hidden alcoves throughout the common room. Here, students can lose themselves in ancient tomes, fairy tales, and volumes of poetry, allowing their imaginations to soar and their intuition to flourish.
<br>
== 1st Level Auriel House Spells ==
<br>
=== Fey Veil ===
'''School:''' Illusion
'''Level:''' 1st level
'''Casting Time:''' Bonus action
'''Range/Area:''' Self
'''Components:''' V, S, M (a small vial of fey dust)
'''Duration:''' Concentration, up to 1 hour
'''Description:'''
<br>
You shroud yourself in a shimmering veil of fey magic, rendering you partially invisible to the naked eye. For the duration of the spell, you gain the following benefits:
* You have advantage on Dexterity (Stealth) checks made to hide.
* Creatures have disadvantage on Wisdom (Perception) checks to perceive you, unless they have magical means of seeing invisible creatures.
* Attacks made against you have disadvantage if the attacker can't see you and aren't relying on blindsight or tremorsense.
* You can move through creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
The spell ends if you attack, cast a spell, or use a feature that affects another creature. Additionally, the spell ends if you dismiss it as an action, or if you lose concentration.
=== Illusionary Distraction ===
'''School:''' Illusion
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' 60 feet
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 minute
'''Description:'''
<br>
You create an illusory distraction at a point you can see within range. The distraction can take the form of a creature, object, or sound, chosen by you when you cast the spell. The illusion appears to be real and can move within the spell's range, but it cannot deal damage, interact physically with objects, or produce any harmful effects.
Any creature that can see the illusion must make an Intelligence saving throw against your spell save DC. On a failed save, the creature becomes distracted by the illusion and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion for the duration of the spell. A creature that succeeds on its saving throw is immune to the illusion's effects for the duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create an additional illusionary distraction for each slot level above 3rd.
=== Feyfire Blast ===
'''School:''' Evocation
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' 120 feet
'''Components:''' V, S, M (a pinch of pixie dust)
'''Duration:''' Instantaneous
'''Description:'''
<br>
You unleash a blast of shimmering energy imbued with the essence of the Feywild at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage and 1d6 psychic damage, and it must succeed on a Wisdom saving throw or be blinded until the end of its next turn.
Additionally, the target emits a dim, flickering light in a 20-foot radius, shedding dim light for 10 feet beyond that. This light lasts for 1 minute or until the target drops to 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radiant damage increases by 1d10 for each slot level above 1st, and the psychic damage increases by 1d6 for each slot level above 1st.
cdc5bc4021f2fe2f3c66774231b117b1ab5f72e6
127
125
2024-04-11T15:02:46Z
Dnavas
2
/* Auriel House Common Room */
wikitext
text/x-wiki
[[File:Aurielhousebanner.png|frame|left]]
==The Students of Auriel House ==
Auriel House, symbolized by the graceful and ethereal fairy, is home to students who possess a natural affinity for creativity, intuition, and enchantment. Those sorted into Auriel House are often known for their imaginative approach to magic, excelling in the arts of illusion, charm, and transformation. With a keen eye for beauty and a talent for weaving spells that captivate the senses, Auriel House students bring a touch of magic and wonder to every aspect of their lives at Wulfram and Wayne.
== The Founder ==
Elara Auriel, an enigmatic and graceful elf, was renowned for her mastery of enchantment and illusion magic. Seeking to create a sanctuary for students who shared her love for creativity and intuition, she founded Auriel House at [[Wulfram and Wayne]]. Under her guidance, Auriel House became a haven for aspiring mages who excelled in the arts of charm, transformation, and spellcraft. Elara's legacy lives on in the halls of Auriel House, where her spirit of wonder and imagination continues to inspire generations of students.
[[File:Aurielcommonrooom.png|frame|right]]
== Auriel House Common Room ==
The Auriel House common room is a sanctuary of creativity and enchantment, a place where the air thrums with magic and the walls pulse with vibrant colors and ethereal energy. Tucked away in a secluded corner of Wulfram and Wayne, the common room serves as a haven for students sorted into Auriel House, where they can unleash their imaginations and immerse themselves in the wonders of enchantment.
<br>
'''Entrance:'''
<br>
As students enter the Auriel House common room, they are greeted by a shimmering doorway adorned with intricate fairy motifs and enchanted crystals that cast prismatic patterns of light across the floor. The entrance exudes an aura of whimsy and wonder, inviting students to leave behind the mundane world and step into a realm of magic and possibility.
'''Interior:'''
<br>
Inside the common room, students find themselves surrounded by an enchanted forest of sorts, with walls draped in cascading vines, illuminated by softly glowing fireflies, and adorned with delicate fairy wings and shimmering dreamcatchers. The room is bathed in a warm, golden light that seems to dance and flicker like the flames of a magical bonfire.
'''Seating Areas:'''
<br>
Scattered throughout the common room are clusters of plush cushions, cozy armchairs, and intricately carved wooden benches, arranged in semi-circular formations around low tables adorned with crystal balls, tarot cards, and stacks of ancient spellbooks. Students often gather here to relax, socialize, and engage in spirited discussions about magic, mythology, and the mysteries of the universe.
'''Enchantment Stations:'''
<br>
At various points around the room, students will find enchantment stations equipped with spellcasting materials, enchanted inkwells, and quills infused with magical ink. Here, they can unleash their creativity and experiment with enchanting objects, crafting charms, and weaving intricate spells into everyday items.
'''Artistic Displays:'''
<br>
The walls of the common room are adorned with an ever-changing gallery of artwork created by Auriel House students, ranging from dazzling illusions and intricate tapestries to mesmerizing kaleidoscopes of color and light. Ethereal music fills the air, composed by talented bards and musicians who find inspiration in the magical ambiance of the room.
'''Enchanted Garden:'''
<br>
A focal point of the common room is the enchanted garden nestled in one corner, where students can commune with nature and draw inspiration from the living world. The garden is alive with exotic plants, blooming flowers, and cascading waterfalls, creating a serene and tranquil oasis amidst the hustle and bustle of magical academia.
'''Reading Nooks:'''
<br>
For those seeking solitude and introspection, secluded reading nooks can be found tucked away in alcoves and hidden alcoves throughout the common room. Here, students can lose themselves in ancient tomes, fairy tales, and volumes of poetry, allowing their imaginations to soar and their intuition to flourish.
<br>
== 1st Level Auriel House Spells ==
<br>
=== Fey Veil ===
'''School:''' Illusion
'''Level:''' 1st level
'''Casting Time:''' Bonus action
'''Range/Area:''' Self
'''Components:''' V, S, M (a small vial of fey dust)
'''Duration:''' Concentration, up to 1 hour
'''Description:'''
<br>
You shroud yourself in a shimmering veil of fey magic, rendering you partially invisible to the naked eye. For the duration of the spell, you gain the following benefits:
* You have advantage on Dexterity (Stealth) checks made to hide.
* Creatures have disadvantage on Wisdom (Perception) checks to perceive you, unless they have magical means of seeing invisible creatures.
* Attacks made against you have disadvantage if the attacker can't see you and aren't relying on blindsight or tremorsense.
* You can move through creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
The spell ends if you attack, cast a spell, or use a feature that affects another creature. Additionally, the spell ends if you dismiss it as an action, or if you lose concentration.
=== Illusionary Distraction ===
'''School:''' Illusion
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' 60 feet
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 minute
'''Description:'''
<br>
You create an illusory distraction at a point you can see within range. The distraction can take the form of a creature, object, or sound, chosen by you when you cast the spell. The illusion appears to be real and can move within the spell's range, but it cannot deal damage, interact physically with objects, or produce any harmful effects.
Any creature that can see the illusion must make an Intelligence saving throw against your spell save DC. On a failed save, the creature becomes distracted by the illusion and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion for the duration of the spell. A creature that succeeds on its saving throw is immune to the illusion's effects for the duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create an additional illusionary distraction for each slot level above 3rd.
=== Feyfire Blast ===
'''School:''' Evocation
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' 120 feet
'''Components:''' V, S, M (a pinch of pixie dust)
'''Duration:''' Instantaneous
'''Description:'''
<br>
You unleash a blast of shimmering energy imbued with the essence of the Feywild at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage and 1d6 psychic damage, and it must succeed on a Wisdom saving throw or be blinded until the end of its next turn.
Additionally, the target emits a dim, flickering light in a 20-foot radius, shedding dim light for 10 feet beyond that. This light lasts for 1 minute or until the target drops to 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radiant damage increases by 1d10 for each slot level above 1st, and the psychic damage increases by 1d6 for each slot level above 1st.
662cc6def96f9208ad61535adaaca1fd957c4978
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2024-04-11T15:03:26Z
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wikitext
text/x-wiki
[[File:Aurielhousebanner.png|frame|left]]
==The Students of Auriel House ==
Auriel House, symbolized by the graceful and ethereal fairy, is home to students who possess a natural affinity for creativity, intuition, and enchantment. Those sorted into Auriel House are often known for their imaginative approach to magic, excelling in the arts of illusion, charm, and transformation. With a keen eye for beauty and a talent for weaving spells that captivate the senses, Auriel House students bring a touch of magic and wonder to every aspect of their lives at Wulfram and Wayne.
== The Founder ==
Elara Auriel, an enigmatic and graceful elf, was renowned for her mastery of enchantment and illusion magic. Seeking to create a sanctuary for students who shared her love for creativity and intuition, she founded Auriel House at [[Wulfram and Wayne]]. Under her guidance, Auriel House became a haven for aspiring mages who excelled in the arts of charm, transformation, and spellcraft. Elara's legacy lives on in the halls of Auriel House, where her spirit of wonder and imagination continues to inspire generations of students.
[[File:Aurielcommonrooom.png|frame|left]]
== Auriel House Common Room ==
The Auriel House common room is a sanctuary of creativity and enchantment, a place where the air thrums with magic and the walls pulse with vibrant colors and ethereal energy. Tucked away in a secluded corner of Wulfram and Wayne, the common room serves as a haven for students sorted into Auriel House, where they can unleash their imaginations and immerse themselves in the wonders of enchantment.
<br>
'''Entrance:'''
<br>
As students enter the Auriel House common room, they are greeted by a shimmering doorway adorned with intricate fairy motifs and enchanted crystals that cast prismatic patterns of light across the floor. The entrance exudes an aura of whimsy and wonder, inviting students to leave behind the mundane world and step into a realm of magic and possibility.
'''Interior:'''
<br>
Inside the common room, students find themselves surrounded by an enchanted forest of sorts, with walls draped in cascading vines, illuminated by softly glowing fireflies, and adorned with delicate fairy wings and shimmering dreamcatchers. The room is bathed in a warm, golden light that seems to dance and flicker like the flames of a magical bonfire.
'''Seating Areas:'''
<br>
Scattered throughout the common room are clusters of plush cushions, cozy armchairs, and intricately carved wooden benches, arranged in semi-circular formations around low tables adorned with crystal balls, tarot cards, and stacks of ancient spellbooks. Students often gather here to relax, socialize, and engage in spirited discussions about magic, mythology, and the mysteries of the universe.
'''Enchantment Stations:'''
<br>
At various points around the room, students will find enchantment stations equipped with spellcasting materials, enchanted inkwells, and quills infused with magical ink. Here, they can unleash their creativity and experiment with enchanting objects, crafting charms, and weaving intricate spells into everyday items.
'''Artistic Displays:'''
<br>
The walls of the common room are adorned with an ever-changing gallery of artwork created by Auriel House students, ranging from dazzling illusions and intricate tapestries to mesmerizing kaleidoscopes of color and light. Ethereal music fills the air, composed by talented bards and musicians who find inspiration in the magical ambiance of the room.
'''Enchanted Garden:'''
<br>
A focal point of the common room is the enchanted garden nestled in one corner, where students can commune with nature and draw inspiration from the living world. The garden is alive with exotic plants, blooming flowers, and cascading waterfalls, creating a serene and tranquil oasis amidst the hustle and bustle of magical academia.
'''Reading Nooks:'''
<br>
For those seeking solitude and introspection, secluded reading nooks can be found tucked away in alcoves and hidden alcoves throughout the common room. Here, students can lose themselves in ancient tomes, fairy tales, and volumes of poetry, allowing their imaginations to soar and their intuition to flourish.
<br>
== 1st Level Auriel House Spells ==
<br>
=== Fey Veil ===
'''School:''' Illusion
'''Level:''' 1st level
'''Casting Time:''' Bonus action
'''Range/Area:''' Self
'''Components:''' V, S, M (a small vial of fey dust)
'''Duration:''' Concentration, up to 1 hour
'''Description:'''
<br>
You shroud yourself in a shimmering veil of fey magic, rendering you partially invisible to the naked eye. For the duration of the spell, you gain the following benefits:
* You have advantage on Dexterity (Stealth) checks made to hide.
* Creatures have disadvantage on Wisdom (Perception) checks to perceive you, unless they have magical means of seeing invisible creatures.
* Attacks made against you have disadvantage if the attacker can't see you and aren't relying on blindsight or tremorsense.
* You can move through creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
The spell ends if you attack, cast a spell, or use a feature that affects another creature. Additionally, the spell ends if you dismiss it as an action, or if you lose concentration.
=== Illusionary Distraction ===
'''School:''' Illusion
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' 60 feet
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 minute
'''Description:'''
<br>
You create an illusory distraction at a point you can see within range. The distraction can take the form of a creature, object, or sound, chosen by you when you cast the spell. The illusion appears to be real and can move within the spell's range, but it cannot deal damage, interact physically with objects, or produce any harmful effects.
Any creature that can see the illusion must make an Intelligence saving throw against your spell save DC. On a failed save, the creature becomes distracted by the illusion and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion for the duration of the spell. A creature that succeeds on its saving throw is immune to the illusion's effects for the duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create an additional illusionary distraction for each slot level above 3rd.
=== Feyfire Blast ===
'''School:''' Evocation
'''Level:''' 1st-level
'''Casting Time:''' Bonus action
'''Range/Area:''' 120 feet
'''Components:''' V, S, M (a pinch of pixie dust)
'''Duration:''' Instantaneous
'''Description:'''
<br>
You unleash a blast of shimmering energy imbued with the essence of the Feywild at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage and 1d6 psychic damage, and it must succeed on a Wisdom saving throw or be blinded until the end of its next turn.
Additionally, the target emits a dim, flickering light in a 20-foot radius, shedding dim light for 10 feet beyond that. This light lasts for 1 minute or until the target drops to 0 hit points.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radiant damage increases by 1d10 for each slot level above 1st, and the psychic damage increases by 1d6 for each slot level above 1st.
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Wulfram and Wayne
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[[File:Wwaerial.png|frame|left]]
== Founding and Legacy ==
For over several hundred years, the prestigious magical academy of Wulfram and Wayne has stood as a beacon of learning and enlightenment in the realm of sorcery. Founded by the illustrious wizards Atticus Wulfram and Matthias Wayne, the school has nurtured the talents of countless generations of aspiring mages, shaping them into masters of the arcane arts.
== House System ==
Central to the school's ethos is its division into four distinct houses, each named after legendary creatures of myth and magic. Students are sorted into these houses upon their arrival at the academy, where they form lifelong bonds with their fellow housemates and engage in friendly competition and camaraderie.
* [[Auriel House]]: Represented by the graceful and ethereal fairy, Auriel House embodies the virtues of creativity, intuition, and enchantment.
* [[Rathos House]]: Symbolized by the cunning and industrious spider, Rathos House values cunning, resourcefulness, and determination.
* [[Gauthwin House]]: Adorned with the majestic and noble griffin, Gauthwin House prioritizes courage, loyalty, and strength.
* [[Olivier House]]: Represented by the wise and observant owl, Olivier House esteems wisdom, knowledge, and intellect above all else.
== Academic Excellence ==
From its humble beginnings as a small enclave of magical scholars to its present-day status as the foremost institutions of magical learning, Wulfram and Wayne has remained dedicated to its mission of fostering the next generation of magic users. Students embark on a journey of discovery and self-discovery, honing their magical talents and forging lifelong friendships that transcend the boundaries of time and space.
== Enduring Tradition ==
As the legacy of Atticus Wulfram and Matthias Wayne continues to inspire future generations of magic users, the halls of Wulfram and Wayne echo with the whispers of ancient spells and the promise of limitless potential. The school remains a cornerstone of magical education, its name synonymous with excellence and innovation in the realm of sorcery.
== Layout ==
=== First Floor ===
'''Grand Hall:'''
<br>
The centerpiece of the first floor is the Grand Hall, a vast chamber of breathtaking beauty and significance. At the heart of the hall lies the school crest, meticulously crafted in mosaic tiles and emblazoned onto the polished marble floor. The crest serves as a symbol of the academy's storied history and noble ideals, instilling a sense of pride and reverence in all who pass through its sacred threshold.
<br>
'''Enchantment Chamber:'''
<Br>
A spacious classroom adorned with ethereal tapestries and shimmering curtains, the Enchantment Chamber is where students study the art of enchantment and charm magic. Here, they learn to imbue objects with magical properties, manipulate the minds of others, and craft intricate illusions to beguile and bewilder.
'''Alchemy Laboratory:'''
<Br>
Equipped with bubbling cauldrons, distillation apparatuses, and shelves lined with rare ingredients and reagents, the Alchemy Laboratory is where students explore the ancient art of potion-making and transmutation. Under the guidance of skilled alchemists, they learn to brew potions, concoct elixirs, and unlock the secrets of transformation.
'''Runic Workshop:'''
<br>
A workshop filled with intricate runes, mystical symbols, and enchanted tools, the Runic Workshop is where students delve into the ancient language of runes and sigils. Here, they learn to inscribe magical glyphs, empower artifacts with arcane energies, and harness the power of ancient symbols to ward off evil and amplify their spells.
'''Elemental Studies Chamber:'''
<br>
A chamber adorned with elemental motifs and adorned with elemental sculptures, the Elemental Studies Chamber is where students delve into the mysteries of the elemental planes and harness the forces of nature. Here, they study the four classical elements—earth, air, fire, and water—and learn to manipulate elemental energies to their advantage.
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/* Layout */
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[[File:Wwaerial.png|frame|left]]
== Founding and Legacy ==
For over several hundred years, the prestigious magical academy of Wulfram and Wayne has stood as a beacon of learning and enlightenment in the realm of sorcery. Founded by the illustrious wizards Atticus Wulfram and Matthias Wayne, the school has nurtured the talents of countless generations of aspiring mages, shaping them into masters of the arcane arts.
== House System ==
Central to the school's ethos is its division into four distinct houses, each named after legendary creatures of myth and magic. Students are sorted into these houses upon their arrival at the academy, where they form lifelong bonds with their fellow housemates and engage in friendly competition and camaraderie.
* [[Auriel House]]: Represented by the graceful and ethereal fairy, Auriel House embodies the virtues of creativity, intuition, and enchantment.
* [[Rathos House]]: Symbolized by the cunning and industrious spider, Rathos House values cunning, resourcefulness, and determination.
* [[Gauthwin House]]: Adorned with the majestic and noble griffin, Gauthwin House prioritizes courage, loyalty, and strength.
* [[Olivier House]]: Represented by the wise and observant owl, Olivier House esteems wisdom, knowledge, and intellect above all else.
== Academic Excellence ==
From its humble beginnings as a small enclave of magical scholars to its present-day status as the foremost institutions of magical learning, Wulfram and Wayne has remained dedicated to its mission of fostering the next generation of magic users. Students embark on a journey of discovery and self-discovery, honing their magical talents and forging lifelong friendships that transcend the boundaries of time and space.
== Enduring Tradition ==
As the legacy of Atticus Wulfram and Matthias Wayne continues to inspire future generations of magic users, the halls of Wulfram and Wayne echo with the whispers of ancient spells and the promise of limitless potential. The school remains a cornerstone of magical education, its name synonymous with excellence and innovation in the realm of sorcery.
== Academia ==
At Wulfram and Wayne, academic rigor is the cornerstone of magical education. Students are challenged to delve into the depths of magical theory, hone their spellcasting skills, and push the boundaries of their magical knowledge. Each one of Wulfram and Wayne's [[classes]] is designed to provide a comprehensive understanding of magical principles, from the intricacies of spellcasting to the ethical considerations of wielding arcane power.
Under the guidance of esteemed [[faculty members]], students engage in rigorous coursework, hands-on experiments, and collaborative projects that foster critical thinking, creativity, and intellectual curiosity. From mastering complex incantations to unraveling the mysteries of ancient runes, students are encouraged to push themselves beyond their limits and strive for academic excellence.
The curriculum at Wulfram and Wayne is carefully crafted to provide a balance of theoretical study and practical application, ensuring that students develop both a deep understanding of magical theory and the practical skills necessary to wield magic responsibly. With small class sizes and personalized attention from faculty mentors, students are empowered to explore their interests, pursue their passions, and unlock their full potential as skilled practitioners of the arcane arts.
As they progress through their studies, students face increasingly challenging coursework, culminating in advanced seminars, independent research projects, and practical exams that put their magical abilities to the test. Through dedication, perseverance, and a commitment to academic excellence, students at Wulfram and Wayne emerge as confident, capable, and knowledgeable spellcasters, ready to embark on their magical journey and make their mark on the world.
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Protected "[[Wulfram and Wayne]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
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[[File:Wwaerial.png|frame|left]]
== Founding and Legacy ==
For over several hundred years, the prestigious magical academy of Wulfram and Wayne has stood as a beacon of learning and enlightenment in the realm of sorcery. Founded by the illustrious wizards Atticus Wulfram and Matthias Wayne, the school has nurtured the talents of countless generations of aspiring mages, shaping them into masters of the arcane arts.
== House System ==
Central to the school's ethos is its division into four distinct houses, each named after legendary creatures of myth and magic. Students are sorted into these houses upon their arrival at the academy, where they form lifelong bonds with their fellow housemates and engage in friendly competition and camaraderie.
* [[Auriel House]]: Represented by the graceful and ethereal fairy, Auriel House embodies the virtues of creativity, intuition, and enchantment.
* [[Rathos House]]: Symbolized by the cunning and industrious spider, Rathos House values cunning, resourcefulness, and determination.
* [[Gauthwin House]]: Adorned with the majestic and noble griffin, Gauthwin House prioritizes courage, loyalty, and strength.
* [[Olivier House]]: Represented by the wise and observant owl, Olivier House esteems wisdom, knowledge, and intellect above all else.
== Academic Excellence ==
From its humble beginnings as a small enclave of magical scholars to its present-day status as the foremost institutions of magical learning, Wulfram and Wayne has remained dedicated to its mission of fostering the next generation of magic users. Students embark on a journey of discovery and self-discovery, honing their magical talents and forging lifelong friendships that transcend the boundaries of time and space.
== Enduring Tradition ==
As the legacy of Atticus Wulfram and Matthias Wayne continues to inspire future generations of magic users, the halls of Wulfram and Wayne echo with the whispers of ancient spells and the promise of limitless potential. The school remains a cornerstone of magical education, its name synonymous with excellence and innovation in the realm of sorcery.
== Academia ==
At Wulfram and Wayne, academic rigor is the cornerstone of magical education. Students are challenged to delve into the depths of magical theory, hone their spellcasting skills, and push the boundaries of their magical knowledge. Each one of Wulfram and Wayne's [[classes]] is designed to provide a comprehensive understanding of magical principles, from the intricacies of spellcasting to the ethical considerations of wielding arcane power.
Under the guidance of esteemed [[faculty members]], students engage in rigorous coursework, hands-on experiments, and collaborative projects that foster critical thinking, creativity, and intellectual curiosity. From mastering complex incantations to unraveling the mysteries of ancient runes, students are encouraged to push themselves beyond their limits and strive for academic excellence.
The curriculum at Wulfram and Wayne is carefully crafted to provide a balance of theoretical study and practical application, ensuring that students develop both a deep understanding of magical theory and the practical skills necessary to wield magic responsibly. With small class sizes and personalized attention from faculty mentors, students are empowered to explore their interests, pursue their passions, and unlock their full potential as skilled practitioners of the arcane arts.
As they progress through their studies, students face increasingly challenging coursework, culminating in advanced seminars, independent research projects, and practical exams that put their magical abilities to the test. Through dedication, perseverance, and a commitment to academic excellence, students at Wulfram and Wayne emerge as confident, capable, and knowledgeable spellcasters, ready to embark on their magical journey and make their mark on the world.
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[[File:Wwaerial.png|frame|left]]
== Founding and Legacy ==
For over several hundred years, the prestigious magical academy of Wulfram and Wayne has stood as a beacon of learning and enlightenment in the realm of sorcery. Founded by the illustrious wizards [[Atticus Wulfram]] and [[Matthias Wayne]], the school has nurtured the talents of countless generations of aspiring mages, shaping them into masters of the arcane arts.
== House System ==
Central to the school's ethos is its division into four distinct houses, each named after legendary creatures of myth and magic. Students are sorted into these houses upon their arrival at the academy, where they form lifelong bonds with their fellow housemates and engage in friendly competition and camaraderie.
* [[Auriel House]]: Represented by the graceful and ethereal fairy, Auriel House embodies the virtues of creativity, intuition, and enchantment.
* [[Rathos House]]: Symbolized by the cunning and industrious spider, Rathos House values cunning, resourcefulness, and determination.
* [[Gauthwin House]]: Adorned with the majestic and noble griffin, Gauthwin House prioritizes courage, loyalty, and strength.
* [[Olivier House]]: Represented by the wise and observant owl, Olivier House esteems wisdom, knowledge, and intellect above all else.
== Academic Excellence ==
From its humble beginnings as a small enclave of magical scholars to its present-day status as the foremost institutions of magical learning, Wulfram and Wayne has remained dedicated to its mission of fostering the next generation of magic users. Students embark on a journey of discovery and self-discovery, honing their magical talents and forging lifelong friendships that transcend the boundaries of time and space.
== Enduring Tradition ==
As the legacy of Atticus Wulfram and Matthias Wayne continues to inspire future generations of magic users, the halls of Wulfram and Wayne echo with the whispers of ancient spells and the promise of limitless potential. The school remains a cornerstone of magical education, its name synonymous with excellence and innovation in the realm of sorcery.
== Academia ==
At Wulfram and Wayne, academic rigor is the cornerstone of magical education. Students are challenged to delve into the depths of magical theory, hone their spellcasting skills, and push the boundaries of their magical knowledge. Each one of Wulfram and Wayne's [[classes]] is designed to provide a comprehensive understanding of magical principles, from the intricacies of spellcasting to the ethical considerations of wielding arcane power.
Under the guidance of esteemed [[faculty members]], students engage in rigorous coursework, hands-on experiments, and collaborative projects that foster critical thinking, creativity, and intellectual curiosity. From mastering complex incantations to unraveling the mysteries of ancient runes, students are encouraged to push themselves beyond their limits and strive for academic excellence.
The curriculum at Wulfram and Wayne is carefully crafted to provide a balance of theoretical study and practical application, ensuring that students develop both a deep understanding of magical theory and the practical skills necessary to wield magic responsibly. With small class sizes and personalized attention from faculty mentors, students are empowered to explore their interests, pursue their passions, and unlock their full potential as skilled practitioners of the arcane arts.
As they progress through their studies, students face increasingly challenging coursework, culminating in advanced seminars, independent research projects, and practical exams that put their magical abilities to the test. Through dedication, perseverance, and a commitment to academic excellence, students at Wulfram and Wayne emerge as confident, capable, and knowledgeable spellcasters, ready to embark on their magical journey and make their mark on the world.
== Connection to [[Abaddon]] ==
Legend has it that the origins of Wulfram and Wayne, the prestigious magical academy, are intertwined with the mysterious depths of Abaddon, the bottomless pit that lies in the outskirts of [[Geffen]]'s lands. According to ancient texts and oral traditions passed down through generations, the founders of Wulfram and Wayne, Atticus Wulfram and Matthias Wayne, were renowned adventurers and scholars who embarked on a perilous journey into the depths of Abaddon in search of lost knowledge and arcane secrets.
It is said that Wulfram and Wayne discovered ancient relics and artifacts within the depths of Abaddon, relics imbued with immense magical power and hidden knowledge. These artifacts, rumored to have been created by the ancient sea deity [[Grethis]], held the key to unlocking new realms of magical understanding and enlightenment.
Upon their return from the depths of Abaddon, Wulfram and Wayne established their magical academy, drawing upon the wisdom and insights gleaned from their expedition. They sought to create a place where aspiring magic users could study the arcane arts, delve into the mysteries of magic, and unlock the secrets of the universe.
Over the centuries, the connection between Wulfram and Wayne and Abaddon has persisted, with the academy serving as a beacon of magical knowledge and enlightenment for students from across [[Rune Midgard]]. Scholars speculate that the artifacts retrieved from Abaddon still reside within the depths of the academy, hidden away in secret chambers and arcane vaults, waiting to be discovered by those brave enough to seek them out.
Despite the dangers posed by Abaddon and the mysteries that lie within its depths, the link between Wulfram and Wayne and the bottomless pit remains a source of fascination and intrigue for generations of students and scholars, inspiring tales of adventure, discovery, and the limitless potential of magic.
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gauthwin common room
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Classes
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2024-04-11T20:09:22Z
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Created page with "[[File:Classroom.png|frame|left]] Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes. == Introduction to Arcane Theory == A foundational course exploring the fundamental principles of arcane magic, including mana manipulation, spellcasting techniques, and the nature of magical energy. <br> '''Professor:''' Professor Thaddeus Emberforge <br> '''Race:''' <br> == Principles of Elemental Magic == An in-depth study of the elemental f..."
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes.
== Introduction to Arcane Theory ==
A foundational course exploring the fundamental principles of arcane magic, including mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:'''
<br>
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
== Astrology and Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== History of Magical Civilization ==
A survey of magical history, tracing the evolution of magical civilizations, legendary sorcerers, and pivotal magical events throughout the ages.
<br>
'''Professor:'''
<br>
'''Race:'''
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
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2024-04-11T20:09:36Z
Dnavas
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Protected "[[Classes]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes.
== Introduction to Arcane Theory ==
A foundational course exploring the fundamental principles of arcane magic, including mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:'''
<br>
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
== Astrology and Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== History of Magical Civilization ==
A survey of magical history, tracing the evolution of magical civilizations, legendary sorcerers, and pivotal magical events throughout the ages.
<br>
'''Professor:'''
<br>
'''Race:'''
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
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2024-04-11T20:12:20Z
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/* Introduction to Arcane Theory */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes.
== [[Introduction to Arcane Theory]] ==
A foundational course exploring the fundamental principles of arcane magic, including mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:'''
<br>
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
== Astrology and Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== History of Magical Civilization ==
A survey of magical history, tracing the evolution of magical civilizations, legendary sorcerers, and pivotal magical events throughout the ages.
<br>
'''Professor:'''
<br>
'''Race:'''
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
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File:Wulframportrait.png
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Wulfram
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Atticus Wulfram
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Created page with "[[File:Wulframportrait.png|frame|left]] ==Early Life of Atticus Wulfram== Atticus Wulfram was born into a family of esteemed wizards, with magic flowing through his veins from a young age. Growing up in the bustling city of [[Prontera]], capital of [[Rune Midgard]], Atticus was surrounded by the rich tapestry of magical lore and arcane knowledge. From an early age, he displayed an insatiable thirst for knowledge and a natural talent for spellcasting, impressing his tuto..."
wikitext
text/x-wiki
[[File:Wulframportrait.png|frame|left]]
==Early Life of Atticus Wulfram==
Atticus Wulfram was born into a family of esteemed wizards, with magic flowing through his veins from a young age. Growing up in the bustling city of [[Prontera]], capital of [[Rune Midgard]], Atticus was surrounded by the rich tapestry of magical lore and arcane knowledge. From an early age, he displayed an insatiable thirst for knowledge and a natural talent for spellcasting, impressing his tutors with his quick wit and intuitive grasp of magical theory.
== Adventures and Exploration ==
As he grew older, Atticus embarked on a journey of discovery, traveling far and wide in search of ancient artifacts and lost magical secrets. His adventures took him to the far reaches of the realm, from the depths of ancient ruins to the heights of towering mountains, where he encountered mysterious creatures, battled powerful sorcerers, and uncovered hidden treasures.
== Discovery of Abaddon ==
It was during one of these perilous expeditions that Atticus stumbled upon the entrance to Abaddon, the bottomless pit that lay shrouded in mystery and peril. Intrigued by the secrets that lay within, Atticus gathered a band of brave adventurers and descended into its depths, facing untold dangers and overcoming numerous obstacles along the way.
== Return and Establishment of Wulfram and Wayne ==
Emerging victorious from the depths of Abaddon, Atticus returned to Rune Midgard with ancient relics and artifacts in hand, their mystical energies pulsating with untold power. Inspired by his journey and fueled by his thirst for knowledge, Atticus resolved to share his discoveries with the world, establishing the magical academy that would bear his name: [[Wulfram and Wayne]].
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[[File:Wulframportrait.png|frame|left]]
==Early Life of Atticus Wulfram==
Atticus Wulfram was born into a family of esteemed wizards, with magic flowing through his veins from a young age. Growing up in the bustling city of [[Prontera]], capital of [[Rune Midgard]], Atticus was surrounded by the rich tapestry of magical lore and arcane knowledge. From an early age, he displayed an insatiable thirst for knowledge and a natural talent for spellcasting, impressing his tutors with his quick wit and intuitive grasp of magical theory.
== Adventures and Exploration ==
As he grew older, Atticus embarked on a journey of discovery, traveling far and wide in search of ancient artifacts and lost magical secrets. His adventures took him to the far reaches of the realm, from the depths of ancient ruins to the heights of towering mountains, where he encountered mysterious creatures, battled powerful sorcerers, and uncovered hidden treasures.
== Discovery of Abaddon ==
It was during one of these perilous expeditions that Atticus stumbled upon the entrance to Abaddon, the bottomless pit that lay shrouded in mystery and peril. Intrigued by the secrets that lay within, Atticus gathered a band of brave adventurers and descended into its depths, facing untold dangers and overcoming numerous obstacles along the way.
== Return and Establishment of Wulfram and Wayne ==
Emerging victorious from the depths of Abaddon, Atticus returned to Rune Midgard with ancient relics and artifacts in hand, their mystical energies pulsating with untold power. Inspired by his journey and fueled by his thirst for knowledge, Atticus resolved to share his discoveries with the world, establishing the magical academy that would bear his name: [[Wulfram and Wayne]].
== Venture into Abaddon ==
=== The Expedition into Abaddon ===
The legend of Atticus Wulfram and Mathias Wayne's expedition into [[Abaddon]] is a saga of unyielding determination and the pursuit of arcane enlightenment, though their journey into the depths of the abyss never led them to its elusive bottom. From the outset, Atticus, known for his insatiable curiosity and mastery of magic, and Mathias, a fellow scholar and adventurer of unmatched resolve, were drawn to the whispers of ancient artifacts and mystical knowledge hidden within the abyss.
=== Perilous Journey into the Abyss ===
Their quest was fraught with peril from the start, as they navigated through labyrinthine tunnels and caverns, encountering obstacles that tested their resolve and challenged their magical prowess. Though they delved deeper into the darkness with each step, the true depths of Abaddon remained tantalizingly out of reach, obscured mystery, magic, and the toil the depths were taking on their bodies.
=== Discoveries and Revelations ===
Despite their efforts, Atticus and Mathias never reached the fabled bottom of Abaddon. Yet, their journey was far from fruitless. Along the way, they uncovered ancient relics and artifacts imbued with potent magical energies, relics that whispered secrets of the cosmos and the nature of magic itself. These treasures, though elusive, provided glimpses into realms of knowledge previously unseen, fueling their hunger for understanding and enlightenment.
=== Return and Establishment of Wulfram and Wayne ===
With their newfound knowledge and artifacts in tow, Atticus and Mathias returned to Rune Midgard, their minds ablaze with visions of arcane wonders and possibilities. Inspired by their experiences and driven by a shared vision of advancing magical scholarship, they established [[Wulfram and Wayne]], a beacon of magical learning and enlightenment for aspiring wizards and scholars.
=== Enduring Legacy ===
Though they never reached the bottom of Abaddon, the legacy of Atticus Wulfram and Mathias Wayne endures, their journey serving as a testament to the boundless potential of magic and the relentless pursuit of knowledge. Through their efforts, Wulfram and Wayne became a bastion of magical study, inspiring generations of wizards and sorcerers to seek truth, unravel mysteries, and unlock the secrets of the universe.
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[[File:Wulframportrait.png|frame|left]]
==Early Life of Atticus Wulfram==
Atticus Wulfram was born into a family of esteemed wizards, with magic flowing through his veins from a young age. Growing up in the bustling city of [[Prontera]], capital of [[Rune Midgard]], Atticus was surrounded by the rich tapestry of magical lore and arcane knowledge. From an early age, he displayed an insatiable thirst for knowledge and a natural talent for spellcasting, impressing his tutors with his quick wit and intuitive grasp of magical theory.
== Adventures and Exploration ==
As he grew older, Atticus embarked on a journey of discovery, traveling far and wide in search of ancient artifacts and lost magical secrets. His adventures took him to the far reaches of the realm, from the depths of ancient ruins to the heights of towering mountains, where he encountered mysterious creatures, battled powerful sorcerers, and uncovered hidden treasures.
== Discovery of Abaddon ==
It was during one of these perilous expeditions that Atticus stumbled upon the entrance to Abaddon, the bottomless pit that lay shrouded in mystery and peril. Intrigued by the secrets that lay within, Atticus gathered a band of brave adventurers and descended into its depths, facing untold dangers and overcoming numerous obstacles along the way.
== Return and Establishment of Wulfram and Wayne ==
Emerging victorious from the depths of Abaddon, Atticus returned to Rune Midgard with ancient relics and artifacts in hand, their mystical energies pulsating with untold power. Inspired by his journey and fueled by his thirst for knowledge, Atticus resolved to share his discoveries with the world, establishing the magical academy that would bear his name: [[Wulfram and Wayne]].
== Venture into Abaddon ==
=== The Expedition into Abaddon ===
The legend of Atticus Wulfram and Mathias Wayne's expedition into [[Abaddon]] is a saga of unyielding determination and the pursuit of arcane enlightenment, though their journey into the depths of the abyss never led them to its elusive bottom. From the outset, Atticus, known for his insatiable curiosity and mastery of magic, and Mathias, a fellow scholar and adventurer of unmatched resolve, were drawn to the whispers of ancient artifacts and mystical knowledge hidden within the abyss.
=== Perilous Journey into the Abyss ===
Their quest was fraught with peril from the start, as they navigated through labyrinthine tunnels and caverns, encountering obstacles that tested their resolve and challenged their magical prowess. Though they delved deeper into the darkness with each step, the true depths of Abaddon remained tantalizingly out of reach, obscured mystery, magic, and the toil the depths were taking on their bodies.
=== Discoveries and Revelations ===
Despite their efforts, Atticus and Mathias never reached the fabled bottom of Abaddon. Yet, their journey was far from fruitless. Along the way, they uncovered ancient relics and artifacts imbued with potent magical energies, relics that whispered secrets of the cosmos and the nature of magic itself. These treasures, though elusive, provided glimpses into realms of knowledge previously unseen, fueling their hunger for understanding and enlightenment.
=== Enduring Legacy ===
Though they never reached the bottom of Abaddon, the legacy of Atticus Wulfram and Mathias Wayne endures, their journey serving as a testament to the boundless potential of magic and the relentless pursuit of knowledge. Through their efforts, Wulfram and Wayne became a bastion of magical study, inspiring generations of wizards and sorcerers to seek truth, unravel mysteries, and unlock the secrets of the universe.
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Matthias Wayne
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2024-04-12T01:02:42Z
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Created page with "== Early Life of Mathias Wayne == Mathias Wayne was born into a humble family of farmers, far removed from the world of magic and sorcery. Growing up in the rural outskirts of [[Al de Baran]], Mathias spent his days toiling in the fields, tending to crops and livestock under the watchful eye of his parents. Despite the simplicity of his upbringing, Mathias possessed a keen intellect and an innate curiosity about the world around him. == Pursuit of Knowledge == As he g..."
wikitext
text/x-wiki
== Early Life of Mathias Wayne ==
Mathias Wayne was born into a humble family of farmers, far removed from the world of magic and sorcery. Growing up in the rural outskirts of [[Al de Baran]], Mathias spent his days toiling in the fields, tending to crops and livestock under the watchful eye of his parents. Despite the simplicity of his upbringing, Mathias possessed a keen intellect and an innate curiosity about the world around him.
== Pursuit of Knowledge ==
As he grew older, Mathias's thirst for knowledge led him to seek out books and scrolls wherever he could find them, devouring their contents with a voracious appetite for learning. His passion for scholarship caught the attention of a traveling wizard passing through the village, who saw potential in the young farmer and offered to take him on as an apprentice.
==Apprenticeship and Mastery of Magic ==
Under the tutelage of his mentor, Mathias honed his skills in the magical arts, studying arcane theory, practicing spellcasting techniques, and delving into the mysteries of the arcane. With each passing day, his talents grew, and his understanding of magic deepened, until he was ready to strike out on his own and seek his fortune in the wider world.
== Adventures and Challenges ==
Venturing forth from his rural home, Mathias embarked on a journey of self-discovery, traveling from town to town, seeking out ancient tomes and mystical artifacts in his quest for knowledge. Along the way, he encountered countless challenges and adversaries, testing his mettle and pushing him to the limits of his abilities.
==Meeting Atticus Wulfram ==
It was during one of these adventures that Mathias crossed paths with [[Atticus Wulfram]], a fellow adventurer and seeker of arcane wisdom. Recognizing a kindred spirit in the young farmer-turned-wizard, Atticus invited Mathias to join him on his quest for knowledge, and together they forged a bond that would shape the course of magical history. Little did Mathias know this new friendship would soon lead him into [[Abaddon]].
= Venture into Abaddon =
=== The Expedition into Abaddon ===
The legend of Atticus Wulfram and Mathias Wayne's expedition into Abaddon is a saga of unyielding determination and the pursuit of arcane enlightenment, though their journey into the depths of the abyss never led them to its elusive bottom. From the outset, Atticus, known for his insatiable curiosity and mastery of magic, and Mathias, a fellow scholar and adventurer of unmatched resolve, were drawn to the whispers of ancient artifacts and mystical knowledge hidden within the abyss.
=== Perilous Journey into the Abyss ===
Their quest was fraught with peril from the start, as they navigated through labyrinthine tunnels and caverns, encountering obstacles that tested their resolve and challenged their magical prowess. Though they delved deeper into the darkness with each step, the true depths of Abaddon remained tantalizingly out of reach, obscured mystery, magic, and the toil the depths were taking on their bodies.
=== Discoveries and Revelations ===
Despite their efforts, Atticus and Mathias never reached the fabled bottom of Abaddon. Yet, their journey was far from fruitless. Along the way, they uncovered ancient relics and artifacts imbued with potent magical energies, relics that whispered secrets of the cosmos and the nature of magic itself. These treasures, though elusive, provided glimpses into realms of knowledge previously unseen, fueling their hunger for understanding and enlightenment.
=== Return and Establishment of Wulfram and Wayne ===
With their newfound knowledge and artifacts in tow, Atticus and Mathias returned to Rune Midgard, their minds ablaze with visions of arcane wonders and possibilities. Inspired by their experiences and driven by a shared vision of advancing magical scholarship, they established [[Wulfram and Wayne]], a beacon of magical learning and enlightenment for aspiring wizards and scholars.
=== Enduring Legacy ===
Though they never reached the bottom of Abaddon, the legacy of Atticus Wulfram and Mathias Wayne endures, their journey serving as a testament to the boundless potential of magic and the relentless pursuit of knowledge. Through their efforts, Wulfram and Wayne became a bastion of magical study, inspiring generations of wizards and sorcerers to seek truth, unravel mysteries, and unlock the secrets of the universe.
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/* Venture into Abaddon */
wikitext
text/x-wiki
== Early Life of Mathias Wayne ==
Mathias Wayne was born into a humble family of farmers, far removed from the world of magic and sorcery. Growing up in the rural outskirts of [[Al de Baran]], Mathias spent his days toiling in the fields, tending to crops and livestock under the watchful eye of his parents. Despite the simplicity of his upbringing, Mathias possessed a keen intellect and an innate curiosity about the world around him.
== Pursuit of Knowledge ==
As he grew older, Mathias's thirst for knowledge led him to seek out books and scrolls wherever he could find them, devouring their contents with a voracious appetite for learning. His passion for scholarship caught the attention of a traveling wizard passing through the village, who saw potential in the young farmer and offered to take him on as an apprentice.
==Apprenticeship and Mastery of Magic ==
Under the tutelage of his mentor, Mathias honed his skills in the magical arts, studying arcane theory, practicing spellcasting techniques, and delving into the mysteries of the arcane. With each passing day, his talents grew, and his understanding of magic deepened, until he was ready to strike out on his own and seek his fortune in the wider world.
== Adventures and Challenges ==
Venturing forth from his rural home, Mathias embarked on a journey of self-discovery, traveling from town to town, seeking out ancient tomes and mystical artifacts in his quest for knowledge. Along the way, he encountered countless challenges and adversaries, testing his mettle and pushing him to the limits of his abilities.
==Meeting Atticus Wulfram ==
It was during one of these adventures that Mathias crossed paths with [[Atticus Wulfram]], a fellow adventurer and seeker of arcane wisdom. Recognizing a kindred spirit in the young farmer-turned-wizard, Atticus invited Mathias to join him on his quest for knowledge, and together they forged a bond that would shape the course of magical history. Little did Mathias know this new friendship would soon lead him into [[Abaddon]].
== Venture into Abaddon ==
=== The Expedition into Abaddon ===
The legend of Atticus Wulfram and Mathias Wayne's expedition into Abaddon is a saga of unyielding determination and the pursuit of arcane enlightenment, though their journey into the depths of the abyss never led them to its elusive bottom. From the outset, Atticus, known for his insatiable curiosity and mastery of magic, and Mathias, a fellow scholar and adventurer of unmatched resolve, were drawn to the whispers of ancient artifacts and mystical knowledge hidden within the abyss.
=== Perilous Journey into the Abyss ===
Their quest was fraught with peril from the start, as they navigated through labyrinthine tunnels and caverns, encountering obstacles that tested their resolve and challenged their magical prowess. Though they delved deeper into the darkness with each step, the true depths of Abaddon remained tantalizingly out of reach, obscured mystery, magic, and the toil the depths were taking on their bodies.
=== Discoveries and Revelations ===
Despite their efforts, Atticus and Mathias never reached the fabled bottom of Abaddon. Yet, their journey was far from fruitless. Along the way, they uncovered ancient relics and artifacts imbued with potent magical energies, relics that whispered secrets of the cosmos and the nature of magic itself. These treasures, though elusive, provided glimpses into realms of knowledge previously unseen, fueling their hunger for understanding and enlightenment.
=== Return and Establishment of Wulfram and Wayne ===
With their newfound knowledge and artifacts in tow, Atticus and Mathias returned to Rune Midgard, their minds ablaze with visions of arcane wonders and possibilities. Inspired by their experiences and driven by a shared vision of advancing magical scholarship, they established [[Wulfram and Wayne]], a beacon of magical learning and enlightenment for aspiring wizards and scholars.
=== Enduring Legacy ===
Though they never reached the bottom of Abaddon, the legacy of Atticus Wulfram and Mathias Wayne endures, their journey serving as a testament to the boundless potential of magic and the relentless pursuit of knowledge. Through their efforts, Wulfram and Wayne became a bastion of magical study, inspiring generations of wizards and sorcerers to seek truth, unravel mysteries, and unlock the secrets of the universe.
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[[File:Mathiasportrait.png|frame|left]]
== Early Life of Mathias Wayne ==
Mathias Wayne was born into a humble family of farmers, far removed from the world of magic and sorcery. Growing up in the rural outskirts of [[Al de Baran]], Mathias spent his days toiling in the fields, tending to crops and livestock under the watchful eye of his parents. Despite the simplicity of his upbringing, Mathias possessed a keen intellect and an innate curiosity about the world around him.
== Pursuit of Knowledge ==
As he grew older, Mathias's thirst for knowledge led him to seek out books and scrolls wherever he could find them, devouring their contents with a voracious appetite for learning. His passion for scholarship caught the attention of a traveling wizard passing through the village, who saw potential in the young farmer and offered to take him on as an apprentice.
==Apprenticeship and Mastery of Magic ==
Under the tutelage of his mentor, Mathias honed his skills in the magical arts, studying arcane theory, practicing spellcasting techniques, and delving into the mysteries of the arcane. With each passing day, his talents grew, and his understanding of magic deepened, until he was ready to strike out on his own and seek his fortune in the wider world.
== Adventures and Challenges ==
Venturing forth from his rural home, Mathias embarked on a journey of self-discovery, traveling from town to town, seeking out ancient tomes and mystical artifacts in his quest for knowledge. Along the way, he encountered countless challenges and adversaries, testing his mettle and pushing him to the limits of his abilities.
==Meeting Atticus Wulfram ==
It was during one of these adventures that Mathias crossed paths with [[Atticus Wulfram]], a fellow adventurer and seeker of arcane wisdom. Recognizing a kindred spirit in the young farmer-turned-wizard, Atticus invited Mathias to join him on his quest for knowledge, and together they forged a bond that would shape the course of magical history. Little did Mathias know this new friendship would soon lead him into [[Abaddon]].
== Venture into Abaddon ==
=== The Expedition into Abaddon ===
The legend of Atticus Wulfram and Mathias Wayne's expedition into Abaddon is a saga of unyielding determination and the pursuit of arcane enlightenment, though their journey into the depths of the abyss never led them to its elusive bottom. From the outset, Atticus, known for his insatiable curiosity and mastery of magic, and Mathias, a fellow scholar and adventurer of unmatched resolve, were drawn to the whispers of ancient artifacts and mystical knowledge hidden within the abyss.
=== Perilous Journey into the Abyss ===
Their quest was fraught with peril from the start, as they navigated through labyrinthine tunnels and caverns, encountering obstacles that tested their resolve and challenged their magical prowess. Though they delved deeper into the darkness with each step, the true depths of Abaddon remained tantalizingly out of reach, obscured mystery, magic, and the toil the depths were taking on their bodies.
=== Discoveries and Revelations ===
Despite their efforts, Atticus and Mathias never reached the fabled bottom of Abaddon. Yet, their journey was far from fruitless. Along the way, they uncovered ancient relics and artifacts imbued with potent magical energies, relics that whispered secrets of the cosmos and the nature of magic itself. These treasures, though elusive, provided glimpses into realms of knowledge previously unseen, fueling their hunger for understanding and enlightenment.
=== Return and Establishment of Wulfram and Wayne ===
With their newfound knowledge and artifacts in tow, Atticus and Mathias returned to Rune Midgard, their minds ablaze with visions of arcane wonders and possibilities. Inspired by their experiences and driven by a shared vision of advancing magical scholarship, they established [[Wulfram and Wayne]], a beacon of magical learning and enlightenment for aspiring wizards and scholars.
=== Enduring Legacy ===
Though they never reached the bottom of Abaddon, the legacy of Atticus Wulfram and Mathias Wayne endures, their journey serving as a testament to the boundless potential of magic and the relentless pursuit of knowledge. Through their efforts, Wulfram and Wayne became a bastion of magical study, inspiring generations of wizards and sorcerers to seek truth, unravel mysteries, and unlock the secrets of the universe.
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/* The Expedition into Abaddon */
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text/x-wiki
[[File:Mathiasportrait.png|frame|left]]
== Early Life of Mathias Wayne ==
Mathias Wayne was born into a humble family of farmers, far removed from the world of magic and sorcery. Growing up in the rural outskirts of [[Al de Baran]], Mathias spent his days toiling in the fields, tending to crops and livestock under the watchful eye of his parents. Despite the simplicity of his upbringing, Mathias possessed a keen intellect and an innate curiosity about the world around him.
== Pursuit of Knowledge ==
As he grew older, Mathias's thirst for knowledge led him to seek out books and scrolls wherever he could find them, devouring their contents with a voracious appetite for learning. His passion for scholarship caught the attention of a traveling wizard passing through the village, who saw potential in the young farmer and offered to take him on as an apprentice.
==Apprenticeship and Mastery of Magic ==
Under the tutelage of his mentor, Mathias honed his skills in the magical arts, studying arcane theory, practicing spellcasting techniques, and delving into the mysteries of the arcane. With each passing day, his talents grew, and his understanding of magic deepened, until he was ready to strike out on his own and seek his fortune in the wider world.
== Adventures and Challenges ==
Venturing forth from his rural home, Mathias embarked on a journey of self-discovery, traveling from town to town, seeking out ancient tomes and mystical artifacts in his quest for knowledge. Along the way, he encountered countless challenges and adversaries, testing his mettle and pushing him to the limits of his abilities.
==Meeting Atticus Wulfram ==
It was during one of these adventures that Mathias crossed paths with [[Atticus Wulfram]], a fellow adventurer and seeker of arcane wisdom. Recognizing a kindred spirit in the young farmer-turned-wizard, Atticus invited Mathias to join him on his quest for knowledge, and together they forged a bond that would shape the course of magical history. Little did Mathias know this new friendship would soon lead him into [[Abaddon]].
== Venture into Abaddon ==
=== The Expedition into Abaddon ===
The legend of Atticus Wulfram and Mathias Wayne's expedition into [[Abaddon]] is a saga of unyielding determination and the pursuit of arcane enlightenment, though their journey into the depths of the abyss never led them to its elusive bottom. From the outset, Atticus, known for his insatiable curiosity and mastery of magic, and Mathias, a fellow scholar and adventurer of unmatched resolve, were drawn to the whispers of ancient artifacts and mystical knowledge hidden within the abyss.
=== Perilous Journey into the Abyss ===
Their quest was fraught with peril from the start, as they navigated through labyrinthine tunnels and caverns, encountering obstacles that tested their resolve and challenged their magical prowess. Though they delved deeper into the darkness with each step, the true depths of Abaddon remained tantalizingly out of reach, obscured mystery, magic, and the toil the depths were taking on their bodies.
=== Discoveries and Revelations ===
Despite their efforts, Atticus and Mathias never reached the fabled bottom of Abaddon. Yet, their journey was far from fruitless. Along the way, they uncovered ancient relics and artifacts imbued with potent magical energies, relics that whispered secrets of the cosmos and the nature of magic itself. These treasures, though elusive, provided glimpses into realms of knowledge previously unseen, fueling their hunger for understanding and enlightenment.
=== Return and Establishment of Wulfram and Wayne ===
With their newfound knowledge and artifacts in tow, Atticus and Mathias returned to Rune Midgard, their minds ablaze with visions of arcane wonders and possibilities. Inspired by their experiences and driven by a shared vision of advancing magical scholarship, they established [[Wulfram and Wayne]], a beacon of magical learning and enlightenment for aspiring wizards and scholars.
=== Enduring Legacy ===
Though they never reached the bottom of Abaddon, the legacy of Atticus Wulfram and Mathias Wayne endures, their journey serving as a testament to the boundless potential of magic and the relentless pursuit of knowledge. Through their efforts, Wulfram and Wayne became a bastion of magical study, inspiring generations of wizards and sorcerers to seek truth, unravel mysteries, and unlock the secrets of the universe.
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[[File:Abaddonmain.png|frame|left]]
== The Enigmatic Chasm of Abaddon ==
In the outskirts of [[Geffen]]'s lands lies a dark and foreboding chasm known as Abaddon, a bottomless pit that has stirred the curiosity and fear of adventurers for generations. Its yawning depths seem to plunge endlessly into the earth, shrouded in mystery and peril.
== Perils of the Descent ==
The journey into Abaddon is not for the faint of heart, for its depths hold dangers beyond imagining. Traveling too swiftly down its precipitous depths can lead to disastrous consequences, as the increase in pressure and other adverse effects can quickly claim the lives of the unwary. Those who dare to descend must proceed with caution, lest they meet a fate worse than death.
== Echoes of Past Expeditions ==
Despite the risks, brave adventurers continue to test their mettle against the abyss, each seeking to uncover the secrets hidden within its shadowy depths. Along the way, they encounter the remnants of those who came before them, long-abandoned encampments serving as grim reminders of the perils that await.
== Diverse Realms Within ==
Each level of Abaddon is a world unto itself, host to a bewildering array of flora and fauna that thrive in the darkness. From bioluminescent fungi to monstrous creatures that lurk in the shadows, no two levels are exactly alike, each presenting its own unique challenges and wonders.
== Descending Abaddon ==
Venturing into the enigmatic depths of Abaddon is not a task for the faint of heart. Those who dare to descend into its abyssal chasm must proceed with caution and mindfulness, for the very fabric of reality seems to warp and shift within its confines. The pressure changes are swift and unforgiving, capable of crushing the unwary traveler with its sheer force.
Moreover, the magical effects that permeate the air within Abaddon add another layer of complexity to the journey. Spells may behave unpredictably, and the very essence of magic seems to twist and contort in ways that defy comprehension.
As a result, those who venture into Abaddon must proceed down its depths carefully and slowly, navigating through its treacherous passages with unwavering focus and determination. Each step is fraught with peril, and only those who exercise the utmost caution have any hope of emerging unscathed from its shadowy depths.
== The Unreachable Abyss ==
Yet, despite countless expeditions and untold treasures waiting to be discovered, none have ever reached the bottom of Abaddon. Its depths remain an enigma, defying all attempts to unravel its mysteries. And so, the chasm of Abaddon continues to beckon to those brave enough to heed its call, promising both glory and peril in equal measure to those who dare to venture into its abyss.
== Those Who've Come Before ==
=== The Company of the Shattered Shield ===
Led by the fearless warrior Sir Tristan, the Company of the Shattered Shield embarked on a perilous journey into the depths of Abaddon, driven by tales of ancient artifacts rumored to lie buried within its depths. As they descended into the abyss, they encountered increasingly hostile creatures and treacherous terrain, each level presenting new challenges to overcome. Yet, despite their courage and determination, the company's luck eventually ran out. In a harrowing battle against a horde of nightmarish beasts, their ranks were decimated, and their hopes of reaching the bottom of Abaddon were dashed. Only whispers of their fate remain, a somber reminder of the dangers that lurk within the depths.
=== The Fellowship of the Eternal Flame ===
Guided by the wisdom of the wizard Lyra and the strength of the paladin Thane, the Fellowship of the Eternal Flame set out to uncover the secrets hidden within the depths of Abaddon. Armed with magic and steel, they braved the perils of the abyss, navigating its twisting passages and confronting its monstrous denizens with unwavering resolve. But as they ventured deeper into the darkness, dissent began to fester within their ranks, sowing discord and mistrust among their once-united fellowship. In a tragic turn of events, their infighting proved to be their undoing, as they were ambushed by an unseen foe and torn apart by their own mistrust. Their quest ended in tragedy, their dreams of glory swallowed by the shadows of Abaddon.
=== The Expedition of the Lost Hope ===
Driven by the promise of untold riches and glory, the Expedition of the Lost Hope embarked on a fateful journey into the depths of Abaddon, led by the charismatic explorer Captain Renard. With a diverse crew of adventurers at their side, they delved ever deeper into the darkness, facing trials and tribulations that tested their courage and resilience. Yet, as they descended into the abyss, they found themselves ensnared by a malevolent force that seemed to prey upon their fears and doubts. In a desperate bid for survival, they pressed on, determined to reach the bottom of Abaddon at any cost. But their efforts were in vain, as they fell one by one to the horrors that lurked within the shadows. The Expedition of the Lost Hope became little more than a cautionary tale, their names etched into the annals of history as yet another tragic reminder of the perils of venturing into the unknown.
== [[Wulfram and Wayne]]'s Association ==
As the culmination of their magical education at Wulfram and Wayne, senior year students eagerly embraced the challenge of venturing into the depths of Abaddon. Armed with their knowledge of spells and incantations, they embarked on a perilous journey into the unknown, determined to test their skills and prove their worth.
Some returned after only venturing a short distance, their courage faltering in the face of the abyss's overwhelming darkness and danger. Their harrowing tales served as cautionary reminders of the perils that awaited those who dared to tread where others had fallen.
Yet, for others, Abaddon became an inescapable labyrinth from which they never returned. Their fate remains a mystery, their absence casting a somber shadow over the halls of Wulfram and Wayne. As the school mourns the loss of its brightest students, whispers of their fate echo through the corridors, a haunting reminder of the dangers that lurk within the depths of the abyss.
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/* Those Who've Come Before */
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[[File:Abaddonmain.png|frame|left]]
== The Enigmatic Chasm of Abaddon ==
In the outskirts of [[Geffen]]'s lands lies a dark and foreboding chasm known as Abaddon, a bottomless pit that has stirred the curiosity and fear of adventurers for generations. Its yawning depths seem to plunge endlessly into the earth, shrouded in mystery and peril.
== Perils of the Descent ==
The journey into Abaddon is not for the faint of heart, for its depths hold dangers beyond imagining. Traveling too swiftly down its precipitous depths can lead to disastrous consequences, as the increase in pressure and other adverse effects can quickly claim the lives of the unwary. Those who dare to descend must proceed with caution, lest they meet a fate worse than death.
== Echoes of Past Expeditions ==
Despite the risks, brave adventurers continue to test their mettle against the abyss, each seeking to uncover the secrets hidden within its shadowy depths. Along the way, they encounter the remnants of those who came before them, long-abandoned encampments serving as grim reminders of the perils that await.
== Diverse Realms Within ==
Each level of Abaddon is a world unto itself, host to a bewildering array of flora and fauna that thrive in the darkness. From bioluminescent fungi to monstrous creatures that lurk in the shadows, no two levels are exactly alike, each presenting its own unique challenges and wonders.
== Descending Abaddon ==
Venturing into the enigmatic depths of Abaddon is not a task for the faint of heart. Those who dare to descend into its abyssal chasm must proceed with caution and mindfulness, for the very fabric of reality seems to warp and shift within its confines. The pressure changes are swift and unforgiving, capable of crushing the unwary traveler with its sheer force.
Moreover, the magical effects that permeate the air within Abaddon add another layer of complexity to the journey. Spells may behave unpredictably, and the very essence of magic seems to twist and contort in ways that defy comprehension.
As a result, those who venture into Abaddon must proceed down its depths carefully and slowly, navigating through its treacherous passages with unwavering focus and determination. Each step is fraught with peril, and only those who exercise the utmost caution have any hope of emerging unscathed from its shadowy depths.
== The Unreachable Abyss ==
Yet, despite countless expeditions and untold treasures waiting to be discovered, none have ever reached the bottom of Abaddon. Its depths remain an enigma, defying all attempts to unravel its mysteries. And so, the chasm of Abaddon continues to beckon to those brave enough to heed its call, promising both glory and peril in equal measure to those who dare to venture into its abyss.
[[File:Abaddondescent.png|frame|right]]
== Those Who've Come Before ==
=== The Company of the Shattered Shield ===
Led by the fearless warrior Sir Tristan, the Company of the Shattered Shield embarked on a perilous journey into the depths of Abaddon, driven by tales of ancient artifacts rumored to lie buried within its depths. As they descended into the abyss, they encountered increasingly hostile creatures and treacherous terrain, each level presenting new challenges to overcome. Yet, despite their courage and determination, the company's luck eventually ran out. In a harrowing battle against a horde of nightmarish beasts, their ranks were decimated, and their hopes of reaching the bottom of Abaddon were dashed. Only whispers of their fate remain, a somber reminder of the dangers that lurk within the depths.
=== The Fellowship of the Eternal Flame ===
Guided by the wisdom of the wizard Lyra and the strength of the paladin Thane, the Fellowship of the Eternal Flame set out to uncover the secrets hidden within the depths of Abaddon. Armed with magic and steel, they braved the perils of the abyss, navigating its twisting passages and confronting its monstrous denizens with unwavering resolve. But as they ventured deeper into the darkness, dissent began to fester within their ranks, sowing discord and mistrust among their once-united fellowship. In a tragic turn of events, their infighting proved to be their undoing, as they were ambushed by an unseen foe and torn apart by their own mistrust. Their quest ended in tragedy, their dreams of glory swallowed by the shadows of Abaddon.
=== The Expedition of the Lost Hope ===
Driven by the promise of untold riches and glory, the Expedition of the Lost Hope embarked on a fateful journey into the depths of Abaddon, led by the charismatic explorer Captain Renard. With a diverse crew of adventurers at their side, they delved ever deeper into the darkness, facing trials and tribulations that tested their courage and resilience. Yet, as they descended into the abyss, they found themselves ensnared by a malevolent force that seemed to prey upon their fears and doubts. In a desperate bid for survival, they pressed on, determined to reach the bottom of Abaddon at any cost. But their efforts were in vain, as they fell one by one to the horrors that lurked within the shadows. The Expedition of the Lost Hope became little more than a cautionary tale, their names etched into the annals of history as yet another tragic reminder of the perils of venturing into the unknown.
== [[Wulfram and Wayne]]'s Association ==
As the culmination of their magical education at Wulfram and Wayne, senior year students eagerly embraced the challenge of venturing into the depths of Abaddon. Armed with their knowledge of spells and incantations, they embarked on a perilous journey into the unknown, determined to test their skills and prove their worth.
Some returned after only venturing a short distance, their courage faltering in the face of the abyss's overwhelming darkness and danger. Their harrowing tales served as cautionary reminders of the perils that awaited those who dared to tread where others had fallen.
Yet, for others, Abaddon became an inescapable labyrinth from which they never returned. Their fate remains a mystery, their absence casting a somber shadow over the halls of Wulfram and Wayne. As the school mourns the loss of its brightest students, whispers of their fate echo through the corridors, a haunting reminder of the dangers that lurk within the depths of the abyss.
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[[File:Wulframportrait.png|frame|left]]
==Early Life of Atticus Wulfram==
Atticus Wulfram was born into a family of esteemed wizards, with magic flowing through his veins from a young age. Growing up in the bustling city of [[Prontera]], capital of [[Rune Midgard]], Atticus was surrounded by the rich tapestry of magical lore and arcane knowledge. From an early age, he displayed an insatiable thirst for knowledge and a natural talent for spellcasting, impressing his tutors with his quick wit and intuitive grasp of magical theory.
== Adventures and Exploration ==
As he grew older, Atticus embarked on a journey of discovery, traveling far and wide in search of ancient artifacts and lost magical secrets. His adventures took him to the far reaches of the realm, from the depths of ancient ruins to the heights of towering mountains, where he encountered mysterious creatures, battled powerful sorcerers, and uncovered hidden treasures.
== Discovery of Abaddon ==
It was during one of these perilous expeditions that Atticus stumbled upon the entrance to Abaddon, the bottomless pit that lay shrouded in mystery and peril. Intrigued by the secrets that lay within, Atticus gathered a band of brave adventurers and descended into its depths, facing untold dangers and overcoming numerous obstacles along the way.
== Venture into Abaddon ==
=== The Expedition into Abaddon ===
The legend of Atticus Wulfram and Mathias Wayne's expedition into [[Abaddon]] is a saga of unyielding determination and the pursuit of arcane enlightenment, though their journey into the depths of the abyss never led them to its elusive bottom. From the outset, Atticus, known for his insatiable curiosity and mastery of magic, and Mathias, a fellow scholar and adventurer of unmatched resolve, were drawn to the whispers of ancient artifacts and mystical knowledge hidden within the abyss.
=== Perilous Journey into the Abyss ===
Their quest was fraught with peril from the start, as they navigated through labyrinthine tunnels and caverns, encountering obstacles that tested their resolve and challenged their magical prowess. Though they delved deeper into the darkness with each step, the true depths of Abaddon remained tantalizingly out of reach, obscured mystery, magic, and the toil the depths were taking on their bodies.
=== Discoveries and Revelations ===
Despite their efforts, Atticus and Mathias never reached the fabled bottom of Abaddon. Yet, their journey was far from fruitless. Along the way, they uncovered ancient relics and artifacts imbued with potent magical energies, relics that whispered secrets of the cosmos and the nature of magic itself. These treasures, though elusive, provided glimpses into realms of knowledge previously unseen, fueling their hunger for understanding and enlightenment.
=== Enduring Legacy ===
Though they never reached the bottom of Abaddon, the legacy of Atticus Wulfram and Mathias Wayne endures, their journey serving as a testament to the boundless potential of magic and the relentless pursuit of knowledge. Through their efforts, Wulfram and Wayne became a bastion of magical study, inspiring generations of wizards and sorcerers to seek truth, unravel mysteries, and unlock the secrets of the universe.
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/* The Expedition into Abaddon */
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[[File:Wulframportrait.png|frame|left]]
==Early Life of Atticus Wulfram==
Atticus Wulfram was born into a family of esteemed wizards, with magic flowing through his veins from a young age. Growing up in the bustling city of [[Prontera]], capital of [[Rune Midgard]], Atticus was surrounded by the rich tapestry of magical lore and arcane knowledge. From an early age, he displayed an insatiable thirst for knowledge and a natural talent for spellcasting, impressing his tutors with his quick wit and intuitive grasp of magical theory.
== Adventures and Exploration ==
As he grew older, Atticus embarked on a journey of discovery, traveling far and wide in search of ancient artifacts and lost magical secrets. His adventures took him to the far reaches of the realm, from the depths of ancient ruins to the heights of towering mountains, where he encountered mysterious creatures, battled powerful sorcerers, and uncovered hidden treasures.
== Discovery of Abaddon ==
It was during one of these perilous expeditions that Atticus stumbled upon the entrance to Abaddon, the bottomless pit that lay shrouded in mystery and peril. Intrigued by the secrets that lay within, Atticus gathered a band of brave adventurers and descended into its depths, facing untold dangers and overcoming numerous obstacles along the way.
== Venture into Abaddon ==
=== The Expedition into Abaddon ===
The legend of Atticus Wulfram and [[Mathias Wayne]]'s expedition into [[Abaddon]] is a saga of unyielding determination and the pursuit of arcane enlightenment, though their journey into the depths of the abyss never led them to its elusive bottom. From the outset, Atticus, known for his insatiable curiosity and mastery of magic, and Mathias, a fellow scholar and adventurer of unmatched resolve, were drawn to the whispers of ancient artifacts and mystical knowledge hidden within the abyss.
=== Perilous Journey into the Abyss ===
Their quest was fraught with peril from the start, as they navigated through labyrinthine tunnels and caverns, encountering obstacles that tested their resolve and challenged their magical prowess. Though they delved deeper into the darkness with each step, the true depths of Abaddon remained tantalizingly out of reach, obscured mystery, magic, and the toil the depths were taking on their bodies.
=== Discoveries and Revelations ===
Despite their efforts, Atticus and Mathias never reached the fabled bottom of Abaddon. Yet, their journey was far from fruitless. Along the way, they uncovered ancient relics and artifacts imbued with potent magical energies, relics that whispered secrets of the cosmos and the nature of magic itself. These treasures, though elusive, provided glimpses into realms of knowledge previously unseen, fueling their hunger for understanding and enlightenment.
=== Enduring Legacy ===
Though they never reached the bottom of Abaddon, the legacy of Atticus Wulfram and Mathias Wayne endures, their journey serving as a testament to the boundless potential of magic and the relentless pursuit of knowledge. Through their efforts, Wulfram and Wayne became a bastion of magical study, inspiring generations of wizards and sorcerers to seek truth, unravel mysteries, and unlock the secrets of the universe.
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/* Venture into Abaddon */
wikitext
text/x-wiki
[[File:Wulframportrait.png|frame|left]]
==Early Life of Atticus Wulfram==
Atticus Wulfram was born into a family of esteemed wizards, with magic flowing through his veins from a young age. Growing up in the bustling city of [[Prontera]], capital of [[Rune Midgard]], Atticus was surrounded by the rich tapestry of magical lore and arcane knowledge. From an early age, he displayed an insatiable thirst for knowledge and a natural talent for spellcasting, impressing his tutors with his quick wit and intuitive grasp of magical theory.
== Adventures and Exploration ==
As he grew older, Atticus embarked on a journey of discovery, traveling far and wide in search of ancient artifacts and lost magical secrets. His adventures took him to the far reaches of the realm, from the depths of ancient ruins to the heights of towering mountains, where he encountered mysterious creatures, battled powerful sorcerers, and uncovered hidden treasures.
== Discovery of Abaddon ==
It was during one of these perilous expeditions that Atticus stumbled upon the entrance to Abaddon, the bottomless pit that lay shrouded in mystery and peril. Intrigued by the secrets that lay within, Atticus gathered a band of brave adventurers and descended into its depths, facing untold dangers and overcoming numerous obstacles along the way.
== Venture into Abaddon ==
=== The Expedition into Abaddon ===
The legend of Atticus Wulfram and [[Mathias Wayne]]'s expedition into [[Abaddon]] is a saga of unyielding determination and the pursuit of arcane enlightenment, though their journey into the depths of the abyss never led them to its elusive bottom. From the outset, Atticus, known for his insatiable curiosity and mastery of magic, and Mathias, a fellow scholar and adventurer of unmatched resolve, were drawn to the whispers of ancient artifacts and mystical knowledge hidden within the abyss.
=== Perilous Journey into the Abyss ===
Their quest was fraught with peril from the start, as they navigated through labyrinthine tunnels and caverns, encountering obstacles that tested their resolve and challenged their magical prowess. Though they delved deeper into the darkness with each step, the true depths of Abaddon remained tantalizingly out of reach, obscured mystery, magic, and the toil the depths were taking on their bodies.
=== Discoveries and Revelations ===
Despite their efforts, Atticus and Mathias never reached the fabled bottom of Abaddon. Yet, their journey was far from fruitless. Along the way, they uncovered ancient relics and artifacts imbued with potent magical energies, relics that whispered secrets of the cosmos and the nature of magic itself. These treasures, though elusive, provided glimpses into realms of knowledge previously unseen, fueling their hunger for understanding and enlightenment.
=== Enduring Legacy ===
Though they never reached the bottom of Abaddon, the legacy of Atticus Wulfram and [[Mathias Wayne[[ endures, their journey serving as a testament to the boundless potential of magic and the relentless pursuit of knowledge. Through their efforts, [[Wulfram and Wayne]] became a bastion of magical study, inspiring generations of wizards and sorcerers to seek truth, unravel mysteries, and unlock the secrets of the universe.
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/* Enduring Legacy */
wikitext
text/x-wiki
[[File:Wulframportrait.png|frame|left]]
==Early Life of Atticus Wulfram==
Atticus Wulfram was born into a family of esteemed wizards, with magic flowing through his veins from a young age. Growing up in the bustling city of [[Prontera]], capital of [[Rune Midgard]], Atticus was surrounded by the rich tapestry of magical lore and arcane knowledge. From an early age, he displayed an insatiable thirst for knowledge and a natural talent for spellcasting, impressing his tutors with his quick wit and intuitive grasp of magical theory.
== Adventures and Exploration ==
As he grew older, Atticus embarked on a journey of discovery, traveling far and wide in search of ancient artifacts and lost magical secrets. His adventures took him to the far reaches of the realm, from the depths of ancient ruins to the heights of towering mountains, where he encountered mysterious creatures, battled powerful sorcerers, and uncovered hidden treasures.
== Discovery of Abaddon ==
It was during one of these perilous expeditions that Atticus stumbled upon the entrance to Abaddon, the bottomless pit that lay shrouded in mystery and peril. Intrigued by the secrets that lay within, Atticus gathered a band of brave adventurers and descended into its depths, facing untold dangers and overcoming numerous obstacles along the way.
== Venture into Abaddon ==
=== The Expedition into Abaddon ===
The legend of Atticus Wulfram and [[Mathias Wayne]]'s expedition into [[Abaddon]] is a saga of unyielding determination and the pursuit of arcane enlightenment, though their journey into the depths of the abyss never led them to its elusive bottom. From the outset, Atticus, known for his insatiable curiosity and mastery of magic, and Mathias, a fellow scholar and adventurer of unmatched resolve, were drawn to the whispers of ancient artifacts and mystical knowledge hidden within the abyss.
=== Perilous Journey into the Abyss ===
Their quest was fraught with peril from the start, as they navigated through labyrinthine tunnels and caverns, encountering obstacles that tested their resolve and challenged their magical prowess. Though they delved deeper into the darkness with each step, the true depths of Abaddon remained tantalizingly out of reach, obscured mystery, magic, and the toil the depths were taking on their bodies.
=== Discoveries and Revelations ===
Despite their efforts, Atticus and Mathias never reached the fabled bottom of Abaddon. Yet, their journey was far from fruitless. Along the way, they uncovered ancient relics and artifacts imbued with potent magical energies, relics that whispered secrets of the cosmos and the nature of magic itself. These treasures, though elusive, provided glimpses into realms of knowledge previously unseen, fueling their hunger for understanding and enlightenment.
=== Enduring Legacy ===
Though they never reached the bottom of Abaddon, the legacy of Atticus Wulfram and [[Mathias Wayne]] endures, their journey serving as a testament to the boundless potential of magic and the relentless pursuit of knowledge. Through their efforts, [[Wulfram and Wayne]] became a bastion of magical study, inspiring generations of wizards and sorcerers to seek truth, unravel mysteries, and unlock the secrets of the universe.
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Wulfram and Wayne
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2024-04-12T01:26:50Z
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[[File:Wwaerial.png|frame|left]]
== Founding and Legacy ==
For over several hundred years, the prestigious magical academy of Wulfram and Wayne has stood as a beacon of learning and enlightenment in the realm of sorcery. Founded by the illustrious wizards [[Atticus Wulfram]] and [[Mathias Wayne]], the school has nurtured the talents of countless generations of aspiring mages, shaping them into masters of the arcane arts.
== House System ==
Central to the school's ethos is its division into four distinct houses, each named after legendary creatures of myth and magic. Students are sorted into these houses upon their arrival at the academy, where they form lifelong bonds with their fellow housemates and engage in friendly competition and camaraderie.
* [[Auriel House]]: Represented by the graceful and ethereal fairy, Auriel House embodies the virtues of creativity, intuition, and enchantment.
* [[Rathos House]]: Symbolized by the cunning and industrious spider, Rathos House values cunning, resourcefulness, and determination.
* [[Gauthwin House]]: Adorned with the majestic and noble griffin, Gauthwin House prioritizes courage, loyalty, and strength.
* [[Olivier House]]: Represented by the wise and observant owl, Olivier House esteems wisdom, knowledge, and intellect above all else.
== Academic Excellence ==
From its humble beginnings as a small enclave of magical scholars to its present-day status as the foremost institutions of magical learning, Wulfram and Wayne has remained dedicated to its mission of fostering the next generation of magic users. Students embark on a journey of discovery and self-discovery, honing their magical talents and forging lifelong friendships that transcend the boundaries of time and space.
== Enduring Tradition ==
As the legacy of Atticus Wulfram and Matthias Wayne continues to inspire future generations of magic users, the halls of Wulfram and Wayne echo with the whispers of ancient spells and the promise of limitless potential. The school remains a cornerstone of magical education, its name synonymous with excellence and innovation in the realm of sorcery.
== Academia ==
At Wulfram and Wayne, academic rigor is the cornerstone of magical education. Students are challenged to delve into the depths of magical theory, hone their spellcasting skills, and push the boundaries of their magical knowledge. Each one of Wulfram and Wayne's [[classes]] is designed to provide a comprehensive understanding of magical principles, from the intricacies of spellcasting to the ethical considerations of wielding arcane power.
Under the guidance of esteemed [[faculty members]], students engage in rigorous coursework, hands-on experiments, and collaborative projects that foster critical thinking, creativity, and intellectual curiosity. From mastering complex incantations to unraveling the mysteries of ancient runes, students are encouraged to push themselves beyond their limits and strive for academic excellence.
The curriculum at Wulfram and Wayne is carefully crafted to provide a balance of theoretical study and practical application, ensuring that students develop both a deep understanding of magical theory and the practical skills necessary to wield magic responsibly. With small class sizes and personalized attention from faculty mentors, students are empowered to explore their interests, pursue their passions, and unlock their full potential as skilled practitioners of the arcane arts.
As they progress through their studies, students face increasingly challenging coursework, culminating in advanced seminars, independent research projects, and practical exams that put their magical abilities to the test. Through dedication, perseverance, and a commitment to academic excellence, students at Wulfram and Wayne emerge as confident, capable, and knowledgeable spellcasters, ready to embark on their magical journey and make their mark on the world.
== Connection to [[Abaddon]] ==
Legend has it that the origins of Wulfram and Wayne, the prestigious magical academy, are intertwined with the mysterious depths of Abaddon, the bottomless pit that lies in the outskirts of [[Geffen]]'s lands. According to ancient texts and oral traditions passed down through generations, the founders of Wulfram and Wayne, Atticus Wulfram and Matthias Wayne, were renowned adventurers and scholars who embarked on a perilous journey into the depths of Abaddon in search of lost knowledge and arcane secrets.
It is said that Wulfram and Wayne discovered ancient relics and artifacts within the depths of Abaddon, relics imbued with immense magical power and hidden knowledge. These artifacts, rumored to have been created by the ancient sea deity [[Grethis]], held the key to unlocking new realms of magical understanding and enlightenment.
Upon their return from the depths of Abaddon, Wulfram and Wayne established their magical academy, drawing upon the wisdom and insights gleaned from their expedition. They sought to create a place where aspiring magic users could study the arcane arts, delve into the mysteries of magic, and unlock the secrets of the universe.
Over the centuries, the connection between Wulfram and Wayne and Abaddon has persisted, with the academy serving as a beacon of magical knowledge and enlightenment for students from across [[Rune Midgard]]. Scholars speculate that the artifacts retrieved from Abaddon still reside within the depths of the academy, hidden away in secret chambers and arcane vaults, waiting to be discovered by those brave enough to seek them out.
Despite the dangers posed by Abaddon and the mysteries that lie within its depths, the link between Wulfram and Wayne and the bottomless pit remains a source of fascination and intrigue for generations of students and scholars, inspiring tales of adventure, discovery, and the limitless potential of magic.
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2024-04-12T01:33:32Z
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[[File:Wwaerial.png|frame|left]]
== Founding and Legacy ==
For over several hundred years, the prestigious magical academy of Wulfram and Wayne has stood as a beacon of learning and enlightenment in the realm of sorcery. Founded by the illustrious wizards [[Atticus Wulfram]] and [[Mathias Wayne]], the school has nurtured the talents of countless generations of aspiring mages, shaping them into masters of the arcane arts from the moment they disembark from [[The Skyward Serpent]].
== House System ==
Central to the school's ethos is its division into four distinct houses, each named after legendary creatures of myth and magic. Students are sorted into these houses upon their arrival at the academy, where they form lifelong bonds with their fellow housemates and engage in friendly competition and camaraderie.
* [[Auriel House]]: Represented by the graceful and ethereal fairy, Auriel House embodies the virtues of creativity, intuition, and enchantment.
* [[Rathos House]]: Symbolized by the cunning and industrious spider, Rathos House values cunning, resourcefulness, and determination.
* [[Gauthwin House]]: Adorned with the majestic and noble griffin, Gauthwin House prioritizes courage, loyalty, and strength.
* [[Olivier House]]: Represented by the wise and observant owl, Olivier House esteems wisdom, knowledge, and intellect above all else.
== Academic Excellence ==
From its humble beginnings as a small enclave of magical scholars to its present-day status as the foremost institutions of magical learning, Wulfram and Wayne has remained dedicated to its mission of fostering the next generation of magic users. Students embark on a journey of discovery and self-discovery, honing their magical talents and forging lifelong friendships that transcend the boundaries of time and space.
== Enduring Tradition ==
As the legacy of Atticus Wulfram and Matthias Wayne continues to inspire future generations of magic users, the halls of Wulfram and Wayne echo with the whispers of ancient spells and the promise of limitless potential. The school remains a cornerstone of magical education, its name synonymous with excellence and innovation in the realm of sorcery.
== Academia ==
At Wulfram and Wayne, academic rigor is the cornerstone of magical education. Students are challenged to delve into the depths of magical theory, hone their spellcasting skills, and push the boundaries of their magical knowledge. Each one of Wulfram and Wayne's [[classes]] is designed to provide a comprehensive understanding of magical principles, from the intricacies of spellcasting to the ethical considerations of wielding arcane power.
Under the guidance of esteemed [[faculty members]], students engage in rigorous coursework, hands-on experiments, and collaborative projects that foster critical thinking, creativity, and intellectual curiosity. From mastering complex incantations to unraveling the mysteries of ancient runes, students are encouraged to push themselves beyond their limits and strive for academic excellence.
The curriculum at Wulfram and Wayne is carefully crafted to provide a balance of theoretical study and practical application, ensuring that students develop both a deep understanding of magical theory and the practical skills necessary to wield magic responsibly. With small class sizes and personalized attention from faculty mentors, students are empowered to explore their interests, pursue their passions, and unlock their full potential as skilled practitioners of the arcane arts.
As they progress through their studies, students face increasingly challenging coursework, culminating in advanced seminars, independent research projects, and practical exams that put their magical abilities to the test. Through dedication, perseverance, and a commitment to academic excellence, students at Wulfram and Wayne emerge as confident, capable, and knowledgeable spellcasters, ready to embark on their magical journey and make their mark on the world.
== Connection to [[Abaddon]] ==
Legend has it that the origins of Wulfram and Wayne, the prestigious magical academy, are intertwined with the mysterious depths of Abaddon, the bottomless pit that lies in the outskirts of [[Geffen]]'s lands. According to ancient texts and oral traditions passed down through generations, the founders of Wulfram and Wayne, Atticus Wulfram and Matthias Wayne, were renowned adventurers and scholars who embarked on a perilous journey into the depths of Abaddon in search of lost knowledge and arcane secrets.
It is said that Wulfram and Wayne discovered ancient relics and artifacts within the depths of Abaddon, relics imbued with immense magical power and hidden knowledge. These artifacts, rumored to have been created by the ancient sea deity [[Grethis]], held the key to unlocking new realms of magical understanding and enlightenment.
Upon their return from the depths of Abaddon, Wulfram and Wayne established their magical academy, drawing upon the wisdom and insights gleaned from their expedition. They sought to create a place where aspiring magic users could study the arcane arts, delve into the mysteries of magic, and unlock the secrets of the universe.
Over the centuries, the connection between Wulfram and Wayne and Abaddon has persisted, with the academy serving as a beacon of magical knowledge and enlightenment for students from across [[Rune Midgard]]. Scholars speculate that the artifacts retrieved from Abaddon still reside within the depths of the academy, hidden away in secret chambers and arcane vaults, waiting to be discovered by those brave enough to seek them out.
Despite the dangers posed by Abaddon and the mysteries that lie within its depths, the link between Wulfram and Wayne and the bottomless pit remains a source of fascination and intrigue for generations of students and scholars, inspiring tales of adventure, discovery, and the limitless potential of magic.
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Mathias Wayne
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2024-04-12T01:27:02Z
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Created page with "[[File:Mathiasportrait.png|frame|left]] == Early Life of Mathias Wayne == Mathias Wayne was born into a humble family of farmers, far removed from the world of magic and sorcery. Growing up in the rural outskirts of [[Al de Baran]], Mathias spent his days toiling in the fields, tending to crops and livestock under the watchful eye of his parents. Despite the simplicity of his upbringing, Mathias possessed a keen intellect and an innate curiosity about the world around h..."
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[[File:Mathiasportrait.png|frame|left]]
== Early Life of Mathias Wayne ==
Mathias Wayne was born into a humble family of farmers, far removed from the world of magic and sorcery. Growing up in the rural outskirts of [[Al de Baran]], Mathias spent his days toiling in the fields, tending to crops and livestock under the watchful eye of his parents. Despite the simplicity of his upbringing, Mathias possessed a keen intellect and an innate curiosity about the world around him.
== Pursuit of Knowledge ==
As he grew older, Mathias's thirst for knowledge led him to seek out books and scrolls wherever he could find them, devouring their contents with a voracious appetite for learning. His passion for scholarship caught the attention of a traveling wizard passing through the village, who saw potential in the young farmer and offered to take him on as an apprentice.
==Apprenticeship and Mastery of Magic ==
Under the tutelage of his mentor, Mathias honed his skills in the magical arts, studying arcane theory, practicing spellcasting techniques, and delving into the mysteries of the arcane. With each passing day, his talents grew, and his understanding of magic deepened, until he was ready to strike out on his own and seek his fortune in the wider world.
== Adventures and Challenges ==
Venturing forth from his rural home, Mathias embarked on a journey of self-discovery, traveling from town to town, seeking out ancient tomes and mystical artifacts in his quest for knowledge. Along the way, he encountered countless challenges and adversaries, testing his mettle and pushing him to the limits of his abilities.
==Meeting Atticus Wulfram ==
It was during one of these adventures that Mathias crossed paths with [[Atticus Wulfram]], a fellow adventurer and seeker of arcane wisdom. Recognizing a kindred spirit in the young farmer-turned-wizard, Atticus invited Mathias to join him on his quest for knowledge, and together they forged a bond that would shape the course of magical history. Little did Mathias know this new friendship would soon lead him into [[Abaddon]].
== Venture into Abaddon ==
=== The Expedition into Abaddon ===
The legend of Atticus Wulfram and Mathias Wayne's expedition into [[Abaddon]] is a saga of unyielding determination and the pursuit of arcane enlightenment, though their journey into the depths of the abyss never led them to its elusive bottom. From the outset, Atticus, known for his insatiable curiosity and mastery of magic, and Mathias, a fellow scholar and adventurer of unmatched resolve, were drawn to the whispers of ancient artifacts and mystical knowledge hidden within the abyss.
=== Perilous Journey into the Abyss ===
Their quest was fraught with peril from the start, as they navigated through labyrinthine tunnels and caverns, encountering obstacles that tested their resolve and challenged their magical prowess. Though they delved deeper into the darkness with each step, the true depths of Abaddon remained tantalizingly out of reach, obscured mystery, magic, and the toil the depths were taking on their bodies.
=== Discoveries and Revelations ===
Despite their efforts, Atticus and Mathias never reached the fabled bottom of Abaddon. Yet, their journey was far from fruitless. Along the way, they uncovered ancient relics and artifacts imbued with potent magical energies, relics that whispered secrets of the cosmos and the nature of magic itself. These treasures, though elusive, provided glimpses into realms of knowledge previously unseen, fueling their hunger for understanding and enlightenment.
=== Return and Establishment of Wulfram and Wayne ===
With their newfound knowledge and artifacts in tow, Atticus and Mathias returned to Rune Midgard, their minds ablaze with visions of arcane wonders and possibilities. Inspired by their experiences and driven by a shared vision of advancing magical scholarship, they established [[Wulfram and Wayne]], a beacon of magical learning and enlightenment for aspiring wizards and scholars.
=== Enduring Legacy ===
Though they never reached the bottom of Abaddon, the legacy of Atticus Wulfram and Mathias Wayne endures, their journey serving as a testament to the boundless potential of magic and the relentless pursuit of knowledge. Through their efforts, Wulfram and Wayne became a bastion of magical study, inspiring generations of wizards and sorcerers to seek truth, unravel mysteries, and unlock the secrets of the universe.
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The Skyward Serpent
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2024-04-12T01:34:28Z
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Created page with " = test = == test == === test ==="
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= test =
== test ==
=== test ===
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= test =
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=== test ===
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[[File:Skywardserpent.png|frame|left]]
= The Skyward Serpent: A Magical Marvel =
== Craftsmanship and Design ==
Legend speaks of the Skyward Serpent, a marvel of magical engineering that serves as the primary mode of transportation for students en route to [[Wulfram and Wayne]], the prestigious magical academy. Crafted centuries ago by master wizards and skilled artisans, the Skyward Serpent is a testament to both the ingenuity of its creators and the boundless possibilities of magic.
== Ornate Exterior ==
The train itself resembles a magnificent serpentine dragon, its sleek body adorned with intricate runes and symbols that shimmer with ethereal light. Its wings span wide and glisten in the sunlight as it soars through the skies. Each carriage is meticulously crafted, with ornate detailing and exquisite craftsmanship that speaks to the wealth and power of the academy it serves.
== Luxurious Interior ==
As the Skyward Serpent glides effortlessly through the air, its passengers are treated to breathtaking views of the surrounding landscape, from verdant forests and rolling hills to towering mountains and winding rivers. Inside the carriages, plush velvet seats line the aisles, adorned with golden trim and embroidered with the school crest.
== Elegance and Comfort ==
The interiors of the carriages are no less impressive, with polished mahogany paneling, stained glass windows, and crystal chandeliers that cast a warm and inviting glow. Elaborate tapestries line the walls, depicting scenes of magical lore and mythical creatures, while the aroma of enchanted herbs and spices wafts through the air, soothing the senses and instilling a sense of tranquility.
== Masterful Guidance ==
At the helm of the Skyward Serpent sits the conductor, a master wizard of unparalleled skill and wisdom, who guides the train with a steady hand and a keen eye. With a flick of their wand, they command the arcane engines that power the train, harnessing the very essence of magic to propel it forward through the skies.
== Symbol of Prestige ==
As the Skyward Serpent makes its journey to [[Wulfram and Wayne]], it serves not only as a mode of transportation but also as a symbol of the academy's prestige and tradition. For those fortunate enough to embark on this magical journey, the experience is nothing short of enchanting, a fitting prelude to the wonders that await them at their destination.
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Geffen
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Created page with "[[File:Geffenaerial.png|frame|left]] Geffen, nestled within the heart of a sprawling magical forest, stands as a beacon of arcane knowledge and mystical wonders. With its towering trees, shimmering glades, and winding pathways, the city exudes an otherworldly charm that draws wizards, scholars, and adventurers from far and wide."
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[[File:Geffenaerial.png|frame|left]]
Geffen, nestled within the heart of a sprawling magical forest, stands as a beacon of arcane knowledge and mystical wonders. With its towering trees, shimmering glades, and winding pathways, the city exudes an otherworldly charm that draws wizards, scholars, and adventurers from far and wide.
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[[File:Geffenaerial.png|frame|left]]
Geffen, nestled within the heart of a sprawling magical forest, stands as a beacon of arcane knowledge and mystical wonders. With its towering trees, shimmering glades, and winding pathways, the city exudes an otherworldly charm that draws wizards, scholars, and adventurers from far and wide.
== The Founding of Geffen ==
Geffen's origins are shrouded in myth and legend, with tales passed down through generations recounting its creation by ancient wizards of unparalleled skill. According to legend, the city was founded centuries ago by a group of powerful sorcerers seeking a place where they could study and practice their craft in peace. Guided by visions and divinations, they journeyed deep into the heart of the magical forest, where they discovered a sacred grove pulsating with arcane energy. There, they erected the foundations of what would become Geffen, a sanctuary for all who sought to unlock the secrets of the arcane.
== The Arcane Nexus ==
At the heart of Geffen lies the Arcane Nexus, a convergence of ley lines and magical energies that serves as the epicenter of arcane power within the city. It is said that the Nexus channels the raw essence of magic from the very fabric of reality itself, granting Geffen its unparalleled reputation as a hub of arcane knowledge and mystical prowess. Wizards and scholars from across the realm flock to Geffen to study and harness the energies of the Nexus, seeking enlightenment and mastery over the arcane arts.
== The Forest of Njilldur ==
Surrounding Geffen is the [[Forest of Njilldur]], a sprawling expanse of ancient woodlands teeming with mystical creatures and hidden wonders. The forest is said to be alive with magic, its towering trees and winding pathways imbued with arcane energy that pulses through the very earth. Within its depths lie countless secrets and mysteries waiting to be uncovered, from hidden groves and sacred shrines to forgotten ruins and ancient artifacts.
== Guardians of the Forest ==
Throughout the ages, the forest has been watched over by the Guardians of Geffen, a council of wise druids and powerful wizards tasked with safeguarding its sacred lands. These guardians, attuned to the rhythms of nature and the flow of magic, maintain a delicate balance within the forest, ensuring that its mystical energies remain in harmony with the natural world. They are revered by the inhabitants of Geffen as protectors and stewards of the land, and their wisdom is sought by all who dwell within the city's borders.
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/* The Forest of Njilldur */
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[[File:Geffenaerial.png|frame|left]]
Geffen, nestled within the heart of a sprawling magical forest, stands as a beacon of arcane knowledge and mystical wonders. With its towering trees, shimmering glades, and winding pathways, the city exudes an otherworldly charm that draws wizards, scholars, and adventurers from far and wide.
== The Founding of Geffen ==
Geffen's origins are shrouded in myth and legend, with tales passed down through generations recounting its creation by ancient wizards of unparalleled skill. According to legend, the city was founded centuries ago by a group of powerful sorcerers seeking a place where they could study and practice their craft in peace. Guided by visions and divinations, they journeyed deep into the heart of the magical forest, where they discovered a sacred grove pulsating with arcane energy. There, they erected the foundations of what would become Geffen, a sanctuary for all who sought to unlock the secrets of the arcane.
== The Arcane Nexus ==
At the heart of Geffen lies the Arcane Nexus, a convergence of ley lines and magical energies that serves as the epicenter of arcane power within the city. It is said that the Nexus channels the raw essence of magic from the very fabric of reality itself, granting Geffen its unparalleled reputation as a hub of arcane knowledge and mystical prowess. Wizards and scholars from across the realm flock to Geffen to study and harness the energies of the Nexus, seeking enlightenment and mastery over the arcane arts.
== The Forest of Njilldur ==
Surrounding Geffen is the [[Forest of Njilldur]], a sprawling expanse of ancient woodlands teeming with mystical creatures and hidden wonders. The forest is said to be alive with magic, its towering trees and winding pathways imbued with arcane energy that pulses through the very earth. The forest derives its name from Njilldur, an ancient elven word meaning "whispers of magic," reflecting the profound enchantment that infuses its every corner. Within its depths lie countless secrets and mysteries waiting to be uncovered, from hidden groves and sacred shrines to forgotten ruins and ancient artifacts.
== Guardians of the Forest ==
Throughout the ages, the forest has been watched over by the Guardians of Geffen, a council of wise druids and powerful wizards tasked with safeguarding its sacred lands. These guardians, attuned to the rhythms of nature and the flow of magic, maintain a delicate balance within the forest, ensuring that its mystical energies remain in harmony with the natural world. They are revered by the inhabitants of Geffen as protectors and stewards of the land, and their wisdom is sought by all who dwell within the city's borders.
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[[File:Geffenaerial.png|frame|left]]
Geffen, nestled within the heart of a sprawling magical forest, stands as a beacon of arcane knowledge and mystical wonders. With its towering trees, shimmering glades, and winding pathways, the city exudes an otherworldly charm that draws wizards, scholars, and adventurers from far and wide.
== The Exodus of Glast Hiem ==
In the wake of the Cataclysm that befell [[Glast Hiem]], the survivors found themselves scattered and broken, their once-proud city reduced to ruins by the forces of magic gone awry. Amidst the devastation and despair, a flicker of hope remained alive in the hearts of those who had lost everything. Determined to rebuild their lives and honor the memory of their fallen kin, they embarked on a journey of exodus, seeking a new home where they could start anew.
== The Vision of a New City ==
Guided by the wisdom of their elders and the resilience of their spirit, the survivors ventured forth into the unknown, driven by a shared vision of a city where magic and civilization could coexist in harmony. They traversed great distances, braving perilous landscapes and facing untold hardships along the way, until finally, they arrived at the shores of a shimmering lake nestled within a pristine forest.
== The Founding of Geffen ==
Inspired by the natural beauty and mystical energy of their new surroundings, the survivors began to lay the foundations of what would become the city of Geffen. Drawing upon their collective knowledge and skills, they erected sturdy structures and fortified walls, transforming the wilderness into a bastion of civilization amidst the wilds.
== A Haven for Magic ==
Geffen was built upon the principles of cooperation and mutual respect, with magic at its core. The survivors, many of whom were skilled practitioners of the arcane arts, sought to create a city where wizards and scholars could gather to study, learn, and practice magic in safety and security. Thus, Geffen became known as a haven for magic, attracting wizards and sorcerers from far and wide who sought refuge and enlightenment within its walls.
= Geffen's Sights and Surroundings =
== The Arcane Nexus ==
At the heart of Geffen lies the Arcane Nexus, a convergence of ley lines and magical energies that serves as the epicenter of arcane power within the city. It is said that the Nexus channels the raw essence of magic from the very fabric of reality itself, granting Geffen its unparalleled reputation as a hub of arcane knowledge and mystical prowess. Wizards and scholars from across the realm flock to Geffen to study and harness the energies of the Nexus, seeking enlightenment and mastery over the arcane arts.
== The Forest of Njilldur ==
Surrounding Geffen is the [[Forest of Njilldur]], a sprawling expanse of ancient woodlands teeming with mystical creatures and hidden wonders. The forest is said to be alive with magic, its towering trees and winding pathways imbued with arcane energy that pulses through the very earth. The forest derives its name from Njilldur, an ancient elven word meaning "whispers of magic," reflecting the profound enchantment that infuses its every corner. Within its depths lie countless secrets and mysteries waiting to be uncovered, from hidden groves and sacred shrines to forgotten ruins and ancient artifacts.
== Guardians of the Forest ==
Throughout the ages, the forest has been watched over by the Guardians of Geffen, a council of wise druids and powerful wizards tasked with safeguarding its sacred lands. These guardians, attuned to the rhythms of nature and the flow of magic, maintain a delicate balance within the forest, ensuring that its mystical energies remain in harmony with the natural world. They are revered by the inhabitants of Geffen as protectors and stewards of the land, and their wisdom is sought by all who dwell within the city's borders.
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/* The Forest of Njilldur */
wikitext
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[[File:Geffenaerial.png|frame|left]]
Geffen, nestled within the heart of a sprawling magical forest, stands as a beacon of arcane knowledge and mystical wonders. With its towering trees, shimmering glades, and winding pathways, the city exudes an otherworldly charm that draws wizards, scholars, and adventurers from far and wide.
== The Exodus of Glast Hiem ==
In the wake of the Cataclysm that befell [[Glast Hiem]], the survivors found themselves scattered and broken, their once-proud city reduced to ruins by the forces of magic gone awry. Amidst the devastation and despair, a flicker of hope remained alive in the hearts of those who had lost everything. Determined to rebuild their lives and honor the memory of their fallen kin, they embarked on a journey of exodus, seeking a new home where they could start anew.
== The Vision of a New City ==
Guided by the wisdom of their elders and the resilience of their spirit, the survivors ventured forth into the unknown, driven by a shared vision of a city where magic and civilization could coexist in harmony. They traversed great distances, braving perilous landscapes and facing untold hardships along the way, until finally, they arrived at the shores of a shimmering lake nestled within a pristine forest.
== The Founding of Geffen ==
Inspired by the natural beauty and mystical energy of their new surroundings, the survivors began to lay the foundations of what would become the city of Geffen. Drawing upon their collective knowledge and skills, they erected sturdy structures and fortified walls, transforming the wilderness into a bastion of civilization amidst the wilds.
== A Haven for Magic ==
Geffen was built upon the principles of cooperation and mutual respect, with magic at its core. The survivors, many of whom were skilled practitioners of the arcane arts, sought to create a city where wizards and scholars could gather to study, learn, and practice magic in safety and security. Thus, Geffen became known as a haven for magic, attracting wizards and sorcerers from far and wide who sought refuge and enlightenment within its walls.
= Geffen's Sights and Surroundings =
== The Arcane Nexus ==
At the heart of Geffen lies the Arcane Nexus, a convergence of ley lines and magical energies that serves as the epicenter of arcane power within the city. It is said that the Nexus channels the raw essence of magic from the very fabric of reality itself, granting Geffen its unparalleled reputation as a hub of arcane knowledge and mystical prowess. Wizards and scholars from across the realm flock to Geffen to study and harness the energies of the Nexus, seeking enlightenment and mastery over the arcane arts.
== The Forest of Njilldur ==
The cataclysmic events that unfolded in Glast Hiem sent shockwaves rippling through the very fabric of the surrounding [[The Forest of Njilldur]]. As the dark magics unleashed by the tragedy permeated the land, they cast a shadowy veil over the once-pristine wilderness, corrupting its essence and twisting its natural beauty into something sinister and foreboding.
== Guardians of the Forest ==
Throughout the ages, the forest has been watched over by the Guardians of Geffen, a council of wise druids and powerful wizards tasked with safeguarding its sacred lands. These guardians, attuned to the rhythms of nature and the flow of magic, maintain a delicate balance within the forest, ensuring that its mystical energies remain in harmony with the natural world. They are revered by the inhabitants of Geffen as protectors and stewards of the land, and their wisdom is sought by all who dwell within the city's borders.
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File:Glasthiemaerial.png
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glasthiem
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Glast Hiem
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Created page with "[[File:Glasthiemaerial.png|frame|left]] = The Tragedy of Glast Hiem = Once a thriving city of prosperity and enlightenment, Glast Hiem stood as a beacon of civilization amidst the wilds. Surrounded by verdant forests, it was a place of beauty and wonder, where scholars and artisans alike gathered to share knowledge and craft works of artistry. == Rise and Fall == Glast Hiem's downfall began with the hubris of its most powerful magicians. In their pursuit of ever-great..."
wikitext
text/x-wiki
[[File:Glasthiemaerial.png|frame|left]]
= The Tragedy of Glast Hiem =
Once a thriving city of prosperity and enlightenment, Glast Hiem stood as a beacon of civilization amidst the wilds. Surrounded by verdant forests, it was a place of beauty and wonder, where scholars and artisans alike gathered to share knowledge and craft works of artistry.
== Rise and Fall ==
Glast Hiem's downfall began with the hubris of its most powerful magicians. In their pursuit of ever-greater mastery over the arcane, they delved too deeply into forbidden realms of magic, heedless of the consequences. Their experiments and rituals grew increasingly reckless, until finally, they unleashed forces beyond their control.
== The Cataclysm ==
On the fateful day of the Cataclysm, a convergence of dark energies erupted within the heart of Glast Hiem, tearing reality asunder and unleashing a torrent of destructive magic upon the city. Buildings crumbled, streets cracked, and flames engulfed entire districts as the very fabric of existence unraveled before the horrified eyes of the city's inhabitants.
== The Toll of Tragedy ==
The Cataclysm consumed not only the physical structures of Glast Hiem but also the lives of countless innocents. Families were torn apart, loved ones lost, and dreams shattered in an instant of unfathomable horror. The city's population, once vibrant and thriving, was decimated, leaving behind a landscape of desolation and despair.
== Legacy of Loss ==
In the aftermath of the Cataclysm, Glast Hiem was left a ruined shell of its former self, a haunted cityscape where echoes of tragedy lingered in the air like whispers of the past. The survivors, scarred by loss and grief, fled the ruins, leaving behind memories too painful to bear.
== The Ruins of Glast Hiem ==
Today, the ruins of Glast Hiem stand as a grim reminder of the dangers of unchecked ambition and the consequences of tampering with forces beyond comprehension. Overgrown with weeds and vines, its crumbling buildings and shattered streets are a silent testament to the folly of mortal hubris.
== A Warning to All ==
The story of Glast Hiem serves as a cautionary tale to all who would dare to wield the powers of magic without respect for its inherent dangers. The ruins of the city stand as a warning, a solemn reminder of the fragility of civilization and the ever-present threat of destruction that lurks within the shadows of ambition.
== From Ruin to Renewal: The Founding of Geffen ==
In the wake of the devastating fall of Glast Hiem, its survivors embarked on a journey of resilience and renewal. Guided by the memory of their lost home and the hope for a brighter future, they braved treacherous landscapes until they found solace on the tranquil shores of a shimmering lake. Here, amidst the beauty of nature, they built [[Geffen]] —a beacon of hope rising from the ashes of devastation. With each stone laid and each beam raised, they honored the past while forging a path towards a brighter tomorrow. Through their resilience and community spirit, Geffen emerged as a testament to the triumph of renewal over despair, a city built upon hope and the promise of a better future.
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/* The Tragedy of Glast Hiem */
wikitext
text/x-wiki
[[File:Glasthiemaerial.png|frame|left]]
= The Tragedy of Glast Hiem =
Once a thriving city of prosperity and enlightenment in [[Rune Midgard]], Glast Hiem stood as a beacon of civilization amidst the wilds. Surrounded by verdant forests, it was a place of beauty and wonder, where scholars and artisans alike gathered to share knowledge and craft works of artistry.
== Rise and Fall ==
Glast Hiem's downfall began with the hubris of its most powerful magicians. In their pursuit of ever-greater mastery over the arcane, they delved too deeply into forbidden realms of magic, heedless of the consequences. Their experiments and rituals grew increasingly reckless, until finally, they unleashed forces beyond their control.
== The Cataclysm ==
On the fateful day of the Cataclysm, a convergence of dark energies erupted within the heart of Glast Hiem, tearing reality asunder and unleashing a torrent of destructive magic upon the city. Buildings crumbled, streets cracked, and flames engulfed entire districts as the very fabric of existence unraveled before the horrified eyes of the city's inhabitants.
== The Toll of Tragedy ==
The Cataclysm consumed not only the physical structures of Glast Hiem but also the lives of countless innocents. Families were torn apart, loved ones lost, and dreams shattered in an instant of unfathomable horror. The city's population, once vibrant and thriving, was decimated, leaving behind a landscape of desolation and despair.
== Legacy of Loss ==
In the aftermath of the Cataclysm, Glast Hiem was left a ruined shell of its former self, a haunted cityscape where echoes of tragedy lingered in the air like whispers of the past. The survivors, scarred by loss and grief, fled the ruins, leaving behind memories too painful to bear.
== The Ruins of Glast Hiem ==
Today, the ruins of Glast Hiem stand as a grim reminder of the dangers of unchecked ambition and the consequences of tampering with forces beyond comprehension. Overgrown with weeds and vines, its crumbling buildings and shattered streets are a silent testament to the folly of mortal hubris.
== A Warning to All ==
The story of Glast Hiem serves as a cautionary tale to all who would dare to wield the powers of magic without respect for its inherent dangers. The ruins of the city stand as a warning, a solemn reminder of the fragility of civilization and the ever-present threat of destruction that lurks within the shadows of ambition.
== From Ruin to Renewal: The Founding of Geffen ==
In the wake of the devastating fall of Glast Hiem, its survivors embarked on a journey of resilience and renewal. Guided by the memory of their lost home and the hope for a brighter future, they braved treacherous landscapes until they found solace on the tranquil shores of a shimmering lake. Here, amidst the beauty of nature, they built [[Geffen]] —a beacon of hope rising from the ashes of devastation. With each stone laid and each beam raised, they honored the past while forging a path towards a brighter tomorrow. Through their resilience and community spirit, Geffen emerged as a testament to the triumph of renewal over despair, a city built upon hope and the promise of a better future.
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File:Njilldur.png
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njilldur
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The Forest of Njilldur
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Created page with "[[File:Njilldur.png|frame|left]] = The Shadow Veil of Njilldur = The cataclysmic events that unfolded in the nearby city of [[Glast Hiem]] sent shockwaves rippling through the very fabric of the surrounding forest of Njilldur. As the dark magics unleashed by the tragedy permeated the land, they cast a shadowy veil over the once-pristine wilderness, corrupting its essence and twisting its natural beauty into something sinister and foreboding. == Twisted Flora and Malevo..."
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text/x-wiki
[[File:Njilldur.png|frame|left]]
= The Shadow Veil of Njilldur =
The cataclysmic events that unfolded in the nearby city of [[Glast Hiem]] sent shockwaves rippling through the very fabric of the surrounding forest of Njilldur. As the dark magics unleashed by the tragedy permeated the land, they cast a shadowy veil over the once-pristine wilderness, corrupting its essence and twisting its natural beauty into something sinister and foreboding.
== Twisted Flora and Malevolent Fauna ==
Under the influence of the dark magics, the flora of Njilldur began to twist and contort, their once-vibrant hues fading into sickly shades of gray and black. Thorny brambles and twisted vines snaked their way through the undergrowth, ensnaring unwary travelers and choking the life out of anything in their path. Malevolent fauna, corrupted by the lingering taint of dark magic, prowled the shadows, their eyes gleaming with an unnatural hunger.
== Eerie Phenomena and Unexplained Occurrences ==
Within the depths of the forest, eerie phenomena and unexplained occurrences became commonplace, as the boundaries between the material world and the realm of magic grew increasingly blurred. Wisps of shadow danced amongst the trees, whispering dark secrets to those who dared to listen. Unearthly cries and haunting melodies echoed through the night, sending shivers down the spines of even the bravest souls.
== The Heart of Darkness ==
At the heart of Njilldur, where the influence of the cataclysm was strongest, a palpable sense of malevolence hangs heavy in the air. Here, the shadows seem to deepen, swallowing the light and giving rise to a sense of unease that permeates the very soul. It was said that those who ventured too deep into the forest risked becoming lost forever, consumed by the darkness that dwelled within.
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Main Page
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<center>
[[File:Estecia.png|700px|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[high houses]]. Please read through and decide which fits your character best.
</center>
<br>
<center>
'''World and History'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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<center>
[[File:Estecia.png|700px|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[high houses]]. Please read through and decide which fits your character best.
<br>
<center>
'''World and History'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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<center>
[[File:Estecia.png|700px|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses]]. Please read through and decide which fits your character best.
<br>
<center>
'''World and History'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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/* Creating a Character */
wikitext
text/x-wiki
<center>
[[File:Estecia.png|700px|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* Choose a House: Decide which of the four houses—Auriel, Rathos, Gauthwin, or Olivier—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* Define Background: Consider your character's background, including their upbringing, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy.
<br>
<center>
'''World and History'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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/* Creating a Character */
wikitext
text/x-wiki
<center>
[[File:Estecia.png|700px|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—Auriel, Rathos, Gauthwin, or Olivier—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* ''Define Background:''' Consider your character's background, including their upbringing, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy.
<br>
<center>
'''World and History'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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/* Creating a Character */
wikitext
text/x-wiki
<center>
[[File:Estecia.png|700px|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—Auriel, Rathos, Gauthwin, or Olivier—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy.
<br>
<center>
'''World and History'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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/* Creating a Character */
wikitext
text/x-wiki
<center>
[[File:Estecia.png|700px|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—[[Auriel House|Auriel]], [[Rathos House|Rathos]], [[Gauthwin House|Gauthwin]], or [[Olivier House|Olivier]]—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy.
<br>
<center>
'''World and History'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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/* Creating a Character */
wikitext
text/x-wiki
<center>
[[File:Estecia.png|700px|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses|high houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—[[Auriel House|Auriel]], [[Rathos House|Rathos]], [[Gauthwin House|Gauthwin]], or [[Olivier House|Olivier]]—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy.
<br>
<center>
'''World and History'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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File:Morrocaerial.png
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morroc aerial
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Morroc
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2024-04-12T13:10:32Z
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Created page with "[[File:Morrocaerial.png|frame|left]] <center> '''IMPORTANT NOTE:''' Morroc has only recently (several months) been free of [[House Voulroreth]]. </center> In the vibrant city of Morroc, the Tabaxi reign supreme, their feline grace and keen intellect shaping the very essence of city life. Among the bustling streets and towering spires, Tabaxi merchants hawk their wares, scholars pore over ancient tomes in arcane libraries, and adventurers regale each other with tales of..."
wikitext
text/x-wiki
[[File:Morrocaerial.png|frame|left]]
<center>
'''IMPORTANT NOTE:''' Morroc has only recently (several months) been free of [[House Voulroreth]].
</center>
In the vibrant city of Morroc, the Tabaxi reign supreme, their feline grace and keen intellect shaping the very essence of city life. Among the bustling streets and towering spires, Tabaxi merchants hawk their wares, scholars pore over ancient tomes in arcane libraries, and adventurers regale each other with tales of daring exploits. Yet, amidst the dominant presence of the Tabaxi, other fantasy races also find their place within Morroc's diverse tapestry. Elves, humans, dwarves, and other beings mingle with their feline counterparts, each contributing their unique talents and perspectives to the rich cultural fabric of the city.
= The Rise and Fall of Morroc =
== Prosperity under House Fontaine ==
Nestled in the heart of the desert, Morroc was once a thriving city-state renowned for its bustling markets, grand architecture, and rich cultural heritage. Under the rule of House Fontaine, the city flourished, its streets teeming with merchants, artisans, and travelers from distant lands. The Fontaines were revered for their benevolence and fair governance, fostering an atmosphere of prosperity and stability that attracted people from all walks of life to Morroc's gates.
== The Siege of Morroc by House Voulroreth ==
However, the city's golden age came to an abrupt end with the treacherous ambitions of [[House Voulroreth]]. Seeking to expand their influence and wealth, the Voulroreths orchestrated a brutal siege of Morroc, laying waste to its defenses and plunging the once-proud city into chaos. With their superior military might and ruthless tactics, the Voulroreths seized control of Morroc, imposing their oppressive rule upon its inhabitants and subjecting them to years of tyranny and hardship.
== The Rebellion and Reclamation by House Fontaine ==
Yet, the spirit of Morroc's people could not be quashed so easily. Fueled by a deep-seated desire for freedom and justice, they rose up in rebellion against their Voulroreth overlords, rallying behind the banner of House Fontaine in a bid to reclaim their city. Through acts of bravery and sacrifice, they fought tooth and nail to liberate Morroc from the grip of tyranny, facing formidable odds and unimaginable hardships along the way.
In a climactic showdown, House Fontaine led the charge to reclaim Morroc, their forces clashing with those of House Voulroreth in a fierce battle for the city's soul. Against all odds, the rebels emerged victorious, driving the Voulroreths from Morroc's gates and reclaiming their rightful place as its rulers. With the city liberated once more, Morroc's people celebrated their hard-won victory, vowing never to forget the sacrifices made in the name of freedom and justice. Today, Morroc stands as a symbol of resilience and defiance, a testament to the indomitable spirit of its people and the enduring legacy of House Fontaine.
== Rebuilding Morroc ==
In the wake of the rebellion and the expulsion of House Voulroreth, Morroc embarked on a journey of reconstruction and renewal, determined to rebuild the city from the ashes of its tumultuous past. Led by House Fontaine and supported by the resilient spirit of its people, Morroc's efforts to rebuild are characterized by unity, determination, and hope for a brighter future.
== Infrastructure and Architecture ==
One of the first priorities in Morroc's rebuilding efforts was the restoration of its infrastructure and architectural landmarks. Efforts were made to repair the damage inflicted during the siege and subsequent battles, with skilled artisans and craftsmen working tirelessly to rebuild the city's iconic structures and monuments. Streets were repaved, buildings were reinforced, and public spaces were revitalized, breathing new life into Morroc's urban landscape.
== Economic Recovery ==
With the city's infrastructure restored, attention turned to revitalizing Morroc's economy and trade networks. Trade caravans once again began to traverse the desert sands, bringing goods and commerce to Morroc's markets and bazaars. The reopening of trade routes and the resurgence of commercial activity breathed new life into the city's economy, providing opportunities for merchants, entrepreneurs, and artisans to thrive once more.
== Security and Defense ==
Despite the city's newfound freedom, the threat of external aggression and internal unrest loomed large in the minds of Morroc's leaders. Measures were taken to strengthen the city's defenses and bolster its security forces, ensuring that Morroc would be better prepared to defend itself against any future threats. Additionally, efforts were made to foster trust and cooperation between Morroc's ruling council and its citizens, forging a strong bond of mutual support and solidarity in the face of adversity.
As Morroc continues to rebuild and recover from the scars of its tumultuous history, the city stands as a shining beacon of resilience and hope, a testament to the unwavering determination of its people to overcome adversity and forge a brighter future for generations to come.
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text/x-wiki
[[File:Morrocaerial.png|frame|left]]
<center>
'''IMPORTANT NOTE:''' Morroc has only recently (several months) been free of [[House Voulroreth]].
</center>
In the vibrant city of Morroc, the Tabaxi are the most prominent race (making up 82% of the population). Their feline grace and keen intellect shape the very essence of city life. Among the bustling streets and towering spires, Tabaxi merchants hawk their wares, scholars pore over ancient tomes in arcane libraries, and adventurers regale each other with tales of daring exploits. Yet, amidst the dominant presence of the Tabaxi, other fantasy races also find their place within Morroc's diverse tapestry. Elves, humans, dwarves, and other beings mingle with their feline counterparts, each contributing their unique talents and perspectives to the rich cultural fabric of the city.
= The Rise and Fall of Morroc =
== Prosperity under House Fontaine ==
Nestled in the heart of the desert, Morroc was once a thriving city-state renowned for its bustling markets, grand architecture, and rich cultural heritage. Under the rule of House Fontaine, the city flourished, its streets teeming with merchants, artisans, and travelers from distant lands. The Fontaines were revered for their benevolence and fair governance, fostering an atmosphere of prosperity and stability that attracted people from all walks of life to Morroc's gates.
== The Siege of Morroc by House Voulroreth ==
However, the city's golden age came to an abrupt end with the treacherous ambitions of [[House Voulroreth]]. Seeking to expand their influence and wealth, the Voulroreths orchestrated a brutal siege of Morroc, laying waste to its defenses and plunging the once-proud city into chaos. With their superior military might and ruthless tactics, the Voulroreths seized control of Morroc, imposing their oppressive rule upon its inhabitants and subjecting them to years of tyranny and hardship.
== The Rebellion and Reclamation by House Fontaine ==
Yet, the spirit of Morroc's people could not be quashed so easily. Fueled by a deep-seated desire for freedom and justice, they rose up in rebellion against their Voulroreth overlords, rallying behind the banner of House Fontaine in a bid to reclaim their city. Through acts of bravery and sacrifice, they fought tooth and nail to liberate Morroc from the grip of tyranny, facing formidable odds and unimaginable hardships along the way.
In a climactic showdown, House Fontaine led the charge to reclaim Morroc, their forces clashing with those of House Voulroreth in a fierce battle for the city's soul. Against all odds, the rebels emerged victorious, driving the Voulroreths from Morroc's gates and reclaiming their rightful place as its rulers. With the city liberated once more, Morroc's people celebrated their hard-won victory, vowing never to forget the sacrifices made in the name of freedom and justice. Today, Morroc stands as a symbol of resilience and defiance, a testament to the indomitable spirit of its people and the enduring legacy of House Fontaine.
== Rebuilding Morroc ==
In the wake of the rebellion and the expulsion of House Voulroreth, Morroc embarked on a journey of reconstruction and renewal, determined to rebuild the city from the ashes of its tumultuous past. Led by House Fontaine and supported by the resilient spirit of its people, Morroc's efforts to rebuild are characterized by unity, determination, and hope for a brighter future.
== Infrastructure and Architecture ==
One of the first priorities in Morroc's rebuilding efforts was the restoration of its infrastructure and architectural landmarks. Efforts were made to repair the damage inflicted during the siege and subsequent battles, with skilled artisans and craftsmen working tirelessly to rebuild the city's iconic structures and monuments. Streets were repaved, buildings were reinforced, and public spaces were revitalized, breathing new life into Morroc's urban landscape.
== Economic Recovery ==
With the city's infrastructure restored, attention turned to revitalizing Morroc's economy and trade networks. Trade caravans once again began to traverse the desert sands, bringing goods and commerce to Morroc's markets and bazaars. The reopening of trade routes and the resurgence of commercial activity breathed new life into the city's economy, providing opportunities for merchants, entrepreneurs, and artisans to thrive once more.
== Security and Defense ==
Despite the city's newfound freedom, the threat of external aggression and internal unrest loomed large in the minds of Morroc's leaders. Measures were taken to strengthen the city's defenses and bolster its security forces, ensuring that Morroc would be better prepared to defend itself against any future threats. Additionally, efforts were made to foster trust and cooperation between Morroc's ruling council and its citizens, forging a strong bond of mutual support and solidarity in the face of adversity.
As Morroc continues to rebuild and recover from the scars of its tumultuous history, the city stands as a shining beacon of resilience and hope, a testament to the unwavering determination of its people to overcome adversity and forge a brighter future for generations to come.
07b8fdfc2c151c4aab42abe350ecc2d885584b6b
189
188
2024-04-12T13:12:04Z
Dnavas
2
wikitext
text/x-wiki
[[File:Morrocaerial.png|frame|left]]
<center>
'''IMPORTANT NOTE:''' Morroc has only recently (several months) been free of [[House Voulroreth]].
</center>
In the south of [[Rune Midgard]], in the vibrant city of Morroc, the Tabaxi are the most prominent race (making up 82% of the population). Their feline grace and keen intellect shape the very essence of city life. Among the bustling streets and towering spires, Tabaxi merchants hawk their wares, scholars pore over ancient tomes in arcane libraries, and adventurers regale each other with tales of daring exploits. Yet, amidst the dominant presence of the Tabaxi, other fantasy races also find their place within Morroc's diverse tapestry. Elves, humans, dwarves, and other beings mingle with their feline counterparts, each contributing their unique talents and perspectives to the rich cultural fabric of the city.
= The Rise and Fall of Morroc =
== Prosperity under House Fontaine ==
Nestled in the heart of the desert, Morroc was once a thriving city-state renowned for its bustling markets, grand architecture, and rich cultural heritage. Under the rule of House Fontaine, the city flourished, its streets teeming with merchants, artisans, and travelers from distant lands. The Fontaines were revered for their benevolence and fair governance, fostering an atmosphere of prosperity and stability that attracted people from all walks of life to Morroc's gates.
== The Siege of Morroc by House Voulroreth ==
However, the city's golden age came to an abrupt end with the treacherous ambitions of [[House Voulroreth]]. Seeking to expand their influence and wealth, the Voulroreths orchestrated a brutal siege of Morroc, laying waste to its defenses and plunging the once-proud city into chaos. With their superior military might and ruthless tactics, the Voulroreths seized control of Morroc, imposing their oppressive rule upon its inhabitants and subjecting them to years of tyranny and hardship.
== The Rebellion and Reclamation by House Fontaine ==
Yet, the spirit of Morroc's people could not be quashed so easily. Fueled by a deep-seated desire for freedom and justice, they rose up in rebellion against their Voulroreth overlords, rallying behind the banner of House Fontaine in a bid to reclaim their city. Through acts of bravery and sacrifice, they fought tooth and nail to liberate Morroc from the grip of tyranny, facing formidable odds and unimaginable hardships along the way.
In a climactic showdown, House Fontaine led the charge to reclaim Morroc, their forces clashing with those of House Voulroreth in a fierce battle for the city's soul. Against all odds, the rebels emerged victorious, driving the Voulroreths from Morroc's gates and reclaiming their rightful place as its rulers. With the city liberated once more, Morroc's people celebrated their hard-won victory, vowing never to forget the sacrifices made in the name of freedom and justice. Today, Morroc stands as a symbol of resilience and defiance, a testament to the indomitable spirit of its people and the enduring legacy of House Fontaine.
== Rebuilding Morroc ==
In the wake of the rebellion and the expulsion of House Voulroreth, Morroc embarked on a journey of reconstruction and renewal, determined to rebuild the city from the ashes of its tumultuous past. Led by House Fontaine and supported by the resilient spirit of its people, Morroc's efforts to rebuild are characterized by unity, determination, and hope for a brighter future.
== Infrastructure and Architecture ==
One of the first priorities in Morroc's rebuilding efforts was the restoration of its infrastructure and architectural landmarks. Efforts were made to repair the damage inflicted during the siege and subsequent battles, with skilled artisans and craftsmen working tirelessly to rebuild the city's iconic structures and monuments. Streets were repaved, buildings were reinforced, and public spaces were revitalized, breathing new life into Morroc's urban landscape.
== Economic Recovery ==
With the city's infrastructure restored, attention turned to revitalizing Morroc's economy and trade networks. Trade caravans once again began to traverse the desert sands, bringing goods and commerce to Morroc's markets and bazaars. The reopening of trade routes and the resurgence of commercial activity breathed new life into the city's economy, providing opportunities for merchants, entrepreneurs, and artisans to thrive once more.
== Security and Defense ==
Despite the city's newfound freedom, the threat of external aggression and internal unrest loomed large in the minds of Morroc's leaders. Measures were taken to strengthen the city's defenses and bolster its security forces, ensuring that Morroc would be better prepared to defend itself against any future threats. Additionally, efforts were made to foster trust and cooperation between Morroc's ruling council and its citizens, forging a strong bond of mutual support and solidarity in the face of adversity.
As Morroc continues to rebuild and recover from the scars of its tumultuous history, the city stands as a shining beacon of resilience and hope, a testament to the unwavering determination of its people to overcome adversity and forge a brighter future for generations to come.
67acfe7f8f47e4abf05a1a5bda72ea57996fd58f
190
189
2024-04-12T13:12:32Z
Dnavas
2
wikitext
text/x-wiki
[[File:Morrocaerial.png|frame|left]]
<center>
'''IMPORTANT NOTE:''' Morroc has only recently (several months) been free of [[House Voulroreth]].
</center>
In the south of [[Rune Midgard]], in the vibrant city of Morroc, the Tabaxi are the most prominent race (making up 82% of the population). Their feline grace and keen intellect shape the very essence of city life. Among the bustling streets and towering spires, Tabaxi merchants hawk their wares, scholars pore over ancient tomes in arcane libraries, and adventurers regale each other with tales of daring exploits. Yet, amidst the dominant presence of the Tabaxi, other races also find their place within Morroc's diverse tapestry. Elves, humans, dwarves, and other beings mingle with their feline counterparts, each contributing their unique talents and perspectives to the rich cultural fabric of the city.
= The Rise and Fall of Morroc =
== Prosperity under House Fontaine ==
Nestled in the heart of the desert, Morroc was once a thriving city-state renowned for its bustling markets, grand architecture, and rich cultural heritage. Under the rule of House Fontaine, the city flourished, its streets teeming with merchants, artisans, and travelers from distant lands. The Fontaines were revered for their benevolence and fair governance, fostering an atmosphere of prosperity and stability that attracted people from all walks of life to Morroc's gates.
== The Siege of Morroc by House Voulroreth ==
However, the city's golden age came to an abrupt end with the treacherous ambitions of [[House Voulroreth]]. Seeking to expand their influence and wealth, the Voulroreths orchestrated a brutal siege of Morroc, laying waste to its defenses and plunging the once-proud city into chaos. With their superior military might and ruthless tactics, the Voulroreths seized control of Morroc, imposing their oppressive rule upon its inhabitants and subjecting them to years of tyranny and hardship.
== The Rebellion and Reclamation by House Fontaine ==
Yet, the spirit of Morroc's people could not be quashed so easily. Fueled by a deep-seated desire for freedom and justice, they rose up in rebellion against their Voulroreth overlords, rallying behind the banner of House Fontaine in a bid to reclaim their city. Through acts of bravery and sacrifice, they fought tooth and nail to liberate Morroc from the grip of tyranny, facing formidable odds and unimaginable hardships along the way.
In a climactic showdown, House Fontaine led the charge to reclaim Morroc, their forces clashing with those of House Voulroreth in a fierce battle for the city's soul. Against all odds, the rebels emerged victorious, driving the Voulroreths from Morroc's gates and reclaiming their rightful place as its rulers. With the city liberated once more, Morroc's people celebrated their hard-won victory, vowing never to forget the sacrifices made in the name of freedom and justice. Today, Morroc stands as a symbol of resilience and defiance, a testament to the indomitable spirit of its people and the enduring legacy of House Fontaine.
== Rebuilding Morroc ==
In the wake of the rebellion and the expulsion of House Voulroreth, Morroc embarked on a journey of reconstruction and renewal, determined to rebuild the city from the ashes of its tumultuous past. Led by House Fontaine and supported by the resilient spirit of its people, Morroc's efforts to rebuild are characterized by unity, determination, and hope for a brighter future.
== Infrastructure and Architecture ==
One of the first priorities in Morroc's rebuilding efforts was the restoration of its infrastructure and architectural landmarks. Efforts were made to repair the damage inflicted during the siege and subsequent battles, with skilled artisans and craftsmen working tirelessly to rebuild the city's iconic structures and monuments. Streets were repaved, buildings were reinforced, and public spaces were revitalized, breathing new life into Morroc's urban landscape.
== Economic Recovery ==
With the city's infrastructure restored, attention turned to revitalizing Morroc's economy and trade networks. Trade caravans once again began to traverse the desert sands, bringing goods and commerce to Morroc's markets and bazaars. The reopening of trade routes and the resurgence of commercial activity breathed new life into the city's economy, providing opportunities for merchants, entrepreneurs, and artisans to thrive once more.
== Security and Defense ==
Despite the city's newfound freedom, the threat of external aggression and internal unrest loomed large in the minds of Morroc's leaders. Measures were taken to strengthen the city's defenses and bolster its security forces, ensuring that Morroc would be better prepared to defend itself against any future threats. Additionally, efforts were made to foster trust and cooperation between Morroc's ruling council and its citizens, forging a strong bond of mutual support and solidarity in the face of adversity.
As Morroc continues to rebuild and recover from the scars of its tumultuous history, the city stands as a shining beacon of resilience and hope, a testament to the unwavering determination of its people to overcome adversity and forge a brighter future for generations to come.
63c1426ac00d5bbdce8c2ea40b11ab5d2a8836fe
195
190
2024-04-12T13:23:01Z
Dnavas
2
/* Prosperity under House Fontaine */
wikitext
text/x-wiki
[[File:Morrocaerial.png|frame|left]]
<center>
'''IMPORTANT NOTE:''' Morroc has only recently (several months) been free of [[House Voulroreth]].
</center>
In the south of [[Rune Midgard]], in the vibrant city of Morroc, the Tabaxi are the most prominent race (making up 82% of the population). Their feline grace and keen intellect shape the very essence of city life. Among the bustling streets and towering spires, Tabaxi merchants hawk their wares, scholars pore over ancient tomes in arcane libraries, and adventurers regale each other with tales of daring exploits. Yet, amidst the dominant presence of the Tabaxi, other races also find their place within Morroc's diverse tapestry. Elves, humans, dwarves, and other beings mingle with their feline counterparts, each contributing their unique talents and perspectives to the rich cultural fabric of the city.
= The Rise and Fall of Morroc =
== Prosperity under House Fontaine ==
Nestled in the heart of the desert, Morroc was once a thriving city-state renowned for its bustling markets, grand architecture, and rich cultural heritage. Under the rule of [[House Fontaine]], the city flourished, its streets teeming with merchants, artisans, and travelers from distant lands. The Fontaines were revered for their benevolence and fair governance, fostering an atmosphere of prosperity and stability that attracted people from all walks of life to Morroc's gates.
== The Siege of Morroc by House Voulroreth ==
However, the city's golden age came to an abrupt end with the treacherous ambitions of [[House Voulroreth]]. Seeking to expand their influence and wealth, the Voulroreths orchestrated a brutal siege of Morroc, laying waste to its defenses and plunging the once-proud city into chaos. With their superior military might and ruthless tactics, the Voulroreths seized control of Morroc, imposing their oppressive rule upon its inhabitants and subjecting them to years of tyranny and hardship.
== The Rebellion and Reclamation by House Fontaine ==
Yet, the spirit of Morroc's people could not be quashed so easily. Fueled by a deep-seated desire for freedom and justice, they rose up in rebellion against their Voulroreth overlords, rallying behind the banner of House Fontaine in a bid to reclaim their city. Through acts of bravery and sacrifice, they fought tooth and nail to liberate Morroc from the grip of tyranny, facing formidable odds and unimaginable hardships along the way.
In a climactic showdown, House Fontaine led the charge to reclaim Morroc, their forces clashing with those of House Voulroreth in a fierce battle for the city's soul. Against all odds, the rebels emerged victorious, driving the Voulroreths from Morroc's gates and reclaiming their rightful place as its rulers. With the city liberated once more, Morroc's people celebrated their hard-won victory, vowing never to forget the sacrifices made in the name of freedom and justice. Today, Morroc stands as a symbol of resilience and defiance, a testament to the indomitable spirit of its people and the enduring legacy of House Fontaine.
== Rebuilding Morroc ==
In the wake of the rebellion and the expulsion of House Voulroreth, Morroc embarked on a journey of reconstruction and renewal, determined to rebuild the city from the ashes of its tumultuous past. Led by House Fontaine and supported by the resilient spirit of its people, Morroc's efforts to rebuild are characterized by unity, determination, and hope for a brighter future.
== Infrastructure and Architecture ==
One of the first priorities in Morroc's rebuilding efforts was the restoration of its infrastructure and architectural landmarks. Efforts were made to repair the damage inflicted during the siege and subsequent battles, with skilled artisans and craftsmen working tirelessly to rebuild the city's iconic structures and monuments. Streets were repaved, buildings were reinforced, and public spaces were revitalized, breathing new life into Morroc's urban landscape.
== Economic Recovery ==
With the city's infrastructure restored, attention turned to revitalizing Morroc's economy and trade networks. Trade caravans once again began to traverse the desert sands, bringing goods and commerce to Morroc's markets and bazaars. The reopening of trade routes and the resurgence of commercial activity breathed new life into the city's economy, providing opportunities for merchants, entrepreneurs, and artisans to thrive once more.
== Security and Defense ==
Despite the city's newfound freedom, the threat of external aggression and internal unrest loomed large in the minds of Morroc's leaders. Measures were taken to strengthen the city's defenses and bolster its security forces, ensuring that Morroc would be better prepared to defend itself against any future threats. Additionally, efforts were made to foster trust and cooperation between Morroc's ruling council and its citizens, forging a strong bond of mutual support and solidarity in the face of adversity.
As Morroc continues to rebuild and recover from the scars of its tumultuous history, the city stands as a shining beacon of resilience and hope, a testament to the unwavering determination of its people to overcome adversity and forge a brighter future for generations to come.
33a343b7a7136f68696f9db151aa7f2e1ba9868a
199
195
2024-04-12T16:33:13Z
Dnavas
2
/* Security and Defense */
wikitext
text/x-wiki
[[File:Morrocaerial.png|frame|left]]
<center>
'''IMPORTANT NOTE:''' Morroc has only recently (several months) been free of [[House Voulroreth]].
</center>
In the south of [[Rune Midgard]], in the vibrant city of Morroc, the Tabaxi are the most prominent race (making up 82% of the population). Their feline grace and keen intellect shape the very essence of city life. Among the bustling streets and towering spires, Tabaxi merchants hawk their wares, scholars pore over ancient tomes in arcane libraries, and adventurers regale each other with tales of daring exploits. Yet, amidst the dominant presence of the Tabaxi, other races also find their place within Morroc's diverse tapestry. Elves, humans, dwarves, and other beings mingle with their feline counterparts, each contributing their unique talents and perspectives to the rich cultural fabric of the city.
= The Rise and Fall of Morroc =
== Prosperity under House Fontaine ==
Nestled in the heart of the desert, Morroc was once a thriving city-state renowned for its bustling markets, grand architecture, and rich cultural heritage. Under the rule of [[House Fontaine]], the city flourished, its streets teeming with merchants, artisans, and travelers from distant lands. The Fontaines were revered for their benevolence and fair governance, fostering an atmosphere of prosperity and stability that attracted people from all walks of life to Morroc's gates.
== The Siege of Morroc by House Voulroreth ==
However, the city's golden age came to an abrupt end with the treacherous ambitions of [[House Voulroreth]]. Seeking to expand their influence and wealth, the Voulroreths orchestrated a brutal siege of Morroc, laying waste to its defenses and plunging the once-proud city into chaos. With their superior military might and ruthless tactics, the Voulroreths seized control of Morroc, imposing their oppressive rule upon its inhabitants and subjecting them to years of tyranny and hardship.
== The Rebellion and Reclamation by House Fontaine ==
Yet, the spirit of Morroc's people could not be quashed so easily. Fueled by a deep-seated desire for freedom and justice, they rose up in rebellion against their Voulroreth overlords, rallying behind the banner of House Fontaine in a bid to reclaim their city. Through acts of bravery and sacrifice, they fought tooth and nail to liberate Morroc from the grip of tyranny, facing formidable odds and unimaginable hardships along the way.
In a climactic showdown, House Fontaine led the charge to reclaim Morroc, their forces clashing with those of House Voulroreth in a fierce battle for the city's soul. Against all odds, the rebels emerged victorious, driving the Voulroreths from Morroc's gates and reclaiming their rightful place as its rulers. With the city liberated once more, Morroc's people celebrated their hard-won victory, vowing never to forget the sacrifices made in the name of freedom and justice. Today, Morroc stands as a symbol of resilience and defiance, a testament to the indomitable spirit of its people and the enduring legacy of House Fontaine.
== Rebuilding Morroc ==
In the wake of the rebellion and the expulsion of House Voulroreth, Morroc embarked on a journey of reconstruction and renewal, determined to rebuild the city from the ashes of its tumultuous past. Led by House Fontaine and supported by the resilient spirit of its people, Morroc's efforts to rebuild are characterized by unity, determination, and hope for a brighter future.
== Infrastructure and Architecture ==
One of the first priorities in Morroc's rebuilding efforts was the restoration of its infrastructure and architectural landmarks. Efforts were made to repair the damage inflicted during the siege and subsequent battles, with skilled artisans and craftsmen working tirelessly to rebuild the city's iconic structures and monuments. Streets were repaved, buildings were reinforced, and public spaces were revitalized, breathing new life into Morroc's urban landscape.
== Economic Recovery ==
With the city's infrastructure restored, attention turned to revitalizing Morroc's economy and trade networks. Trade caravans once again began to traverse the desert sands, bringing goods and commerce to Morroc's markets and bazaars. The reopening of trade routes and the resurgence of commercial activity breathed new life into the city's economy, providing opportunities for merchants, entrepreneurs, and artisans to thrive once more.
== Security and Defense ==
Despite the city's newfound freedom, the threat of external aggression and internal unrest loomed large in the mind of Morroc's leader, [[Nicolo Fontaine]]. Measures were taken to strengthen the city's defenses and bolster its security forces, ensuring that Morroc would be better prepared to defend itself against any future threats. Additionally, efforts were made to foster trust and cooperation between Morroc's ruling council and its citizens, forging a strong bond of mutual support and solidarity in the face of adversity.
As Morroc continues to rebuild and recover from the scars of its tumultuous history, the city stands as a shining beacon of resilience and hope, a testament to the unwavering determination of its people to overcome adversity and forge a brighter future for generations to come.
e36d00d3d261ae323bb68bb7f6c29c0977a75378
House Fontaine
0
10
191
30
2024-04-12T13:13:18Z
Dnavas
2
/* House/Land Status: */
wikitext
text/x-wiki
[[File:Fontaineflag.png|700px|frameless|center]]
<br>
=== Lord and Connections: ===
Current Lord: [[Nicolo Fontaine]]
<br>
Connections: [[Zeb Perrin]] (Co-owner, The Obsidian Club)
=== House/Land Status: ===
'''[[Morroc]]''': Unstable
=== Relations: ===
[[House Gilric]]: Neutral
[[House Voulroreth]]: Enemies
[[House Zyquin]]: Neutral
== NICOLO FONTAINE: ==
Having survived the war with [[House Voulroreth]], after the dust had settled, Nicolo Fontaine was found to be the only remaining living member of the Fontaine line and thus inherited power once House Voulroreth had been pushed out of Morroc's territory. Co-owner of the casino/night club "The Obsidian Club", Nicolo was not the people of Morroc's first choice to become their Lord, but he was still a score better than being ruled by House Voulroreth.
Nicolo is known as a bit of a wild-card and loose cannon when it comes to his management of Morroc. For example, he shows no sign of interest in curtailing the addiction his people have to [[Soot]].
== THE OBSIDIAN CLUB: ==
The Obsidian Club, even during Voulroreth occupation, was one of the most visited locations on Morroc soil by people from all around the kingdom. A place of endless debauchery, it stands as the best place to encounter escorts, gamble away all your coin, and even make black market deals--or so it's rumored.
Even though there is talk of dealings of a nefarious nature, everyone seems to let that slide (even the Voulroreth army during its occupancy) as they'd rather enjoy the more devilish delights.
== RELATIONS WITH OTHER HOUSES: ==
House Fontaine, and [[Morroc]] itself, have poor relationships with the other houses and surrounding land. When House Voulroreth occupied Morroc, none came to their aid or even seemed to stand up and opposed the actions by House Voulroreth. This left a bitter taste in the mouths of the people of Morroc. Subsequently, over the years of occupation, it became clear that the Voulrorethians would treat those of [[Tabaxi]] descent far less favorably than other citizens of the region.
e54bd18b60c7326c2968f9d599048d136edd552b
192
191
2024-04-12T13:13:41Z
Dnavas
2
/* House/Land Status: */
wikitext
text/x-wiki
[[File:Fontaineflag.png|700px|frameless|center]]
<br>
=== Lord and Connections: ===
Current Lord: [[Nicolo Fontaine]]
<br>
Connections: [[Zeb Perrin]] (Co-owner, The Obsidian Club)
=== House/Land Status: ===
'''[[Morroc]]''': Unstable/Rebuilding
=== Relations: ===
[[House Gilric]]: Neutral
[[House Voulroreth]]: Enemies
[[House Zyquin]]: Neutral
== NICOLO FONTAINE: ==
Having survived the war with [[House Voulroreth]], after the dust had settled, Nicolo Fontaine was found to be the only remaining living member of the Fontaine line and thus inherited power once House Voulroreth had been pushed out of Morroc's territory. Co-owner of the casino/night club "The Obsidian Club", Nicolo was not the people of Morroc's first choice to become their Lord, but he was still a score better than being ruled by House Voulroreth.
Nicolo is known as a bit of a wild-card and loose cannon when it comes to his management of Morroc. For example, he shows no sign of interest in curtailing the addiction his people have to [[Soot]].
== THE OBSIDIAN CLUB: ==
The Obsidian Club, even during Voulroreth occupation, was one of the most visited locations on Morroc soil by people from all around the kingdom. A place of endless debauchery, it stands as the best place to encounter escorts, gamble away all your coin, and even make black market deals--or so it's rumored.
Even though there is talk of dealings of a nefarious nature, everyone seems to let that slide (even the Voulroreth army during its occupancy) as they'd rather enjoy the more devilish delights.
== RELATIONS WITH OTHER HOUSES: ==
House Fontaine, and [[Morroc]] itself, have poor relationships with the other houses and surrounding land. When House Voulroreth occupied Morroc, none came to their aid or even seemed to stand up and opposed the actions by House Voulroreth. This left a bitter taste in the mouths of the people of Morroc. Subsequently, over the years of occupation, it became clear that the Voulrorethians would treat those of [[Tabaxi]] descent far less favorably than other citizens of the region.
4ef385448ea966a3a61ee8650673a8b9056e8063
194
192
2024-04-12T13:21:37Z
Dnavas
2
wikitext
text/x-wiki
[[File:Fontainecrest.png|frame|left]]
=== Lord and Connections: ===
Current Lord: [[Nicolo Fontaine]]
<br>
Connections: [[Zeb Perrin]] (Co-owner, The Obsidian Club)
=== House/Land Status: ===
'''[[Morroc]]''': Unstable/Rebuilding
=== Relations: ===
[[House Gilric]]: Neutral
[[House Voulroreth]]: Enemies
[[House Zyquin]]: Neutral
== NICOLO FONTAINE: ==
Having survived the war with [[House Voulroreth]], after the dust had settled, Nicolo Fontaine was found to be the only remaining living member of the Fontaine line and thus inherited power once House Voulroreth had been pushed out of Morroc's territory. Co-owner of the casino/night club "The Obsidian Club", Nicolo was not the people of Morroc's first choice to become their Lord, but he was still a score better than being ruled by House Voulroreth.
Nicolo is known as a bit of a wild-card and loose cannon when it comes to his management of Morroc. For example, he shows no sign of interest in curtailing the addiction his people have to [[Soot]].
== THE OBSIDIAN CLUB: ==
The Obsidian Club, even during Voulroreth occupation, was one of the most visited locations on Morroc soil by people from all around the kingdom. A place of endless debauchery, it stands as the best place to encounter escorts, gamble away all your coin, and even make black market deals--or so it's rumored.
Even though there is talk of dealings of a nefarious nature, everyone seems to let that slide (even the Voulroreth army during its occupancy) as they'd rather enjoy the more devilish delights.
== RELATIONS WITH OTHER HOUSES: ==
House Fontaine, and [[Morroc]] itself, have poor relationships with the other houses and surrounding land. When House Voulroreth occupied Morroc, none came to their aid or even seemed to stand up and opposed the actions by House Voulroreth. This left a bitter taste in the mouths of the people of Morroc. Subsequently, over the years of occupation, it became clear that the Voulrorethians would treat those of [[Tabaxi]] descent far less favorably than other citizens of the region.
55ef6574686ca516bf5802117047de1873a0bc7e
File:Fontainecrest.png
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71
193
2024-04-12T13:21:25Z
Dnavas
2
wikitext
text/x-wiki
fontainecrest
6b25b3dc8f22f98e31ba315d71f9827788edd11f
File:Nicoloportrait.png
6
72
196
2024-04-12T14:08:29Z
Dnavas
2
wikitext
text/x-wiki
nicolo portrait
f83ea1d65cc00822ec159722b47077a6f8de0fee
Nicolo Fontaine
0
73
197
2024-04-12T14:08:45Z
Dnavas
2
Created page with "[[File:Nicoloportrait.png|frame|left]] = The Rise of Nicolo Fontaine = == Inheritance of Power == Having endured the tumultuous war with [[House Voulroreth]], Nicolo Fontaine emerged as the sole surviving member of the once-great Fontaine lineage. With the dust settling over the battle-scarred city of Morroc, Nicolo found himself thrust into a position of unexpected authority, inheriting power in the wake of House Voulroreth's expulsion from Morroc's territory. == Unli..."
wikitext
text/x-wiki
[[File:Nicoloportrait.png|frame|left]]
= The Rise of Nicolo Fontaine =
== Inheritance of Power ==
Having endured the tumultuous war with [[House Voulroreth]], Nicolo Fontaine emerged as the sole surviving member of the once-great Fontaine lineage. With the dust settling over the battle-scarred city of Morroc, Nicolo found himself thrust into a position of unexpected authority, inheriting power in the wake of House Voulroreth's expulsion from Morroc's territory.
== Unlikely Leadership ==
As co-owner of the notorious casino and night club, [[The Obsidian Club]], Nicolo Fontaine was a figure deeply entrenched in the shadows of [[Morroc]]'s underworld. While his ascent to power was met with skepticism by many of Morroc's inhabitants, who had hoped for a more conventional leader, Nicolo's rule was viewed as a preferable alternative to the oppressive reign of House Voulroreth.
== The Obsidian Club: A Haven for the Underworld =
== Hub of the Black Market ==
The Obsidian Club stands as a clandestine sanctuary for the darker elements of Morroc's society, serving as a hub for illicit trade and clandestine dealings. Within its shadowed halls, whispers of forbidden transactions and nefarious alliances echo through the air, attracting a diverse array of unsavory characters from all corners of the city and beyond.
== Nicolo's Realm of Influence ==
As co-owner of The Obsidian Club, Nicolo Fontaine wields considerable influence over Morroc's underworld, using his connections and resources to maintain control over the city's illicit activities. Despite his newfound position of authority, Nicolo remains deeply entangled in the murky depths of Morroc's criminal underworld, his rule characterized by a volatile blend of cunning and recklessness.
= The Controversial Rule of Nicolo Fontaine =
== The Soot Epidemic ==
Despite his newfound status as Lord of Morroc, Nicolo Fontaine is a figure shrouded in controversy, his rule marked by a laissez-faire approach to governance and a brazen disregard for the city's social ills. Notorious among these is the rampant addiction to [[Soot]], a dangerous drug that plagues Morroc's streets, leaving devastation in its wake. Despite calls for intervention, Nicolo shows little interest in curbing the spread of addiction, leading many to question his priorities and motives.
== The Wild-Card Ruler ==
Known for his unpredictable nature and disregard for convention, Nicolo Fontaine is a wild-card ruler whose actions often defy expectations. His unorthodox management style and willingness to embrace risk have earned him both admiration and disdain among Morroc's populace, with some viewing him as a bold visionary and others as a reckless liability.
Despite the controversies surrounding his rule, Nicolo Fontaine remains a formidable presence in Morroc, his grip on power fueled by ambition, cunning, and a willingness to navigate the treacherous waters of Morroc's underworld with unwavering resolve.
572a8d01aa8e0ed24bd25e803f84d538be0c40fa
198
197
2024-04-12T14:09:03Z
Dnavas
2
/* = The Obsidian Club: A Haven for the Underworld */
wikitext
text/x-wiki
[[File:Nicoloportrait.png|frame|left]]
= The Rise of Nicolo Fontaine =
== Inheritance of Power ==
Having endured the tumultuous war with [[House Voulroreth]], Nicolo Fontaine emerged as the sole surviving member of the once-great Fontaine lineage. With the dust settling over the battle-scarred city of Morroc, Nicolo found himself thrust into a position of unexpected authority, inheriting power in the wake of House Voulroreth's expulsion from Morroc's territory.
== Unlikely Leadership ==
As co-owner of the notorious casino and night club, [[The Obsidian Club]], Nicolo Fontaine was a figure deeply entrenched in the shadows of [[Morroc]]'s underworld. While his ascent to power was met with skepticism by many of Morroc's inhabitants, who had hoped for a more conventional leader, Nicolo's rule was viewed as a preferable alternative to the oppressive reign of House Voulroreth.
= The Obsidian Club: A Haven for the Underworld =
== Hub of the Black Market ==
The Obsidian Club stands as a clandestine sanctuary for the darker elements of Morroc's society, serving as a hub for illicit trade and clandestine dealings. Within its shadowed halls, whispers of forbidden transactions and nefarious alliances echo through the air, attracting a diverse array of unsavory characters from all corners of the city and beyond.
== Nicolo's Realm of Influence ==
As co-owner of The Obsidian Club, Nicolo Fontaine wields considerable influence over Morroc's underworld, using his connections and resources to maintain control over the city's illicit activities. Despite his newfound position of authority, Nicolo remains deeply entangled in the murky depths of Morroc's criminal underworld, his rule characterized by a volatile blend of cunning and recklessness.
= The Controversial Rule of Nicolo Fontaine =
== The Soot Epidemic ==
Despite his newfound status as Lord of Morroc, Nicolo Fontaine is a figure shrouded in controversy, his rule marked by a laissez-faire approach to governance and a brazen disregard for the city's social ills. Notorious among these is the rampant addiction to [[Soot]], a dangerous drug that plagues Morroc's streets, leaving devastation in its wake. Despite calls for intervention, Nicolo shows little interest in curbing the spread of addiction, leading many to question his priorities and motives.
== The Wild-Card Ruler ==
Known for his unpredictable nature and disregard for convention, Nicolo Fontaine is a wild-card ruler whose actions often defy expectations. His unorthodox management style and willingness to embrace risk have earned him both admiration and disdain among Morroc's populace, with some viewing him as a bold visionary and others as a reckless liability.
Despite the controversies surrounding his rule, Nicolo Fontaine remains a formidable presence in Morroc, his grip on power fueled by ambition, cunning, and a willingness to navigate the treacherous waters of Morroc's underworld with unwavering resolve.
38f16c9499938594bcfb1f76195b1bd37f4ff437
205
198
2024-04-12T16:42:12Z
Dnavas
2
Protected "[[Nicolo Fontaine]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Nicoloportrait.png|frame|left]]
= The Rise of Nicolo Fontaine =
== Inheritance of Power ==
Having endured the tumultuous war with [[House Voulroreth]], Nicolo Fontaine emerged as the sole surviving member of the once-great Fontaine lineage. With the dust settling over the battle-scarred city of Morroc, Nicolo found himself thrust into a position of unexpected authority, inheriting power in the wake of House Voulroreth's expulsion from Morroc's territory.
== Unlikely Leadership ==
As co-owner of the notorious casino and night club, [[The Obsidian Club]], Nicolo Fontaine was a figure deeply entrenched in the shadows of [[Morroc]]'s underworld. While his ascent to power was met with skepticism by many of Morroc's inhabitants, who had hoped for a more conventional leader, Nicolo's rule was viewed as a preferable alternative to the oppressive reign of House Voulroreth.
= The Obsidian Club: A Haven for the Underworld =
== Hub of the Black Market ==
The Obsidian Club stands as a clandestine sanctuary for the darker elements of Morroc's society, serving as a hub for illicit trade and clandestine dealings. Within its shadowed halls, whispers of forbidden transactions and nefarious alliances echo through the air, attracting a diverse array of unsavory characters from all corners of the city and beyond.
== Nicolo's Realm of Influence ==
As co-owner of The Obsidian Club, Nicolo Fontaine wields considerable influence over Morroc's underworld, using his connections and resources to maintain control over the city's illicit activities. Despite his newfound position of authority, Nicolo remains deeply entangled in the murky depths of Morroc's criminal underworld, his rule characterized by a volatile blend of cunning and recklessness.
= The Controversial Rule of Nicolo Fontaine =
== The Soot Epidemic ==
Despite his newfound status as Lord of Morroc, Nicolo Fontaine is a figure shrouded in controversy, his rule marked by a laissez-faire approach to governance and a brazen disregard for the city's social ills. Notorious among these is the rampant addiction to [[Soot]], a dangerous drug that plagues Morroc's streets, leaving devastation in its wake. Despite calls for intervention, Nicolo shows little interest in curbing the spread of addiction, leading many to question his priorities and motives.
== The Wild-Card Ruler ==
Known for his unpredictable nature and disregard for convention, Nicolo Fontaine is a wild-card ruler whose actions often defy expectations. His unorthodox management style and willingness to embrace risk have earned him both admiration and disdain among Morroc's populace, with some viewing him as a bold visionary and others as a reckless liability.
Despite the controversies surrounding his rule, Nicolo Fontaine remains a formidable presence in Morroc, his grip on power fueled by ambition, cunning, and a willingness to navigate the treacherous waters of Morroc's underworld with unwavering resolve.
38f16c9499938594bcfb1f76195b1bd37f4ff437
The Obsidian Club
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2024-04-12T16:33:56Z
Dnavas
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Created page with "= The Obsidian Club: Haven of Shadows = == Origins and Establishment == === Founding by the Shadows === The Obsidian Club emerged from the depths of Morroc's underworld, its origins shrouded in mystery and intrigue. Established centuries ago by Nicolo Fontaine and Zeb Perrin, a clandestine duo of influential figures seeking a discreet venue to conduct their affairs beyond the prying eyes of the law. Nestled within the heart of Morroc's labyrinthine alleyways, the club'..."
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text/x-wiki
= The Obsidian Club: Haven of Shadows =
== Origins and Establishment ==
=== Founding by the Shadows ===
The Obsidian Club emerged from the depths of Morroc's underworld, its origins shrouded in mystery and intrigue. Established centuries ago by Nicolo Fontaine and Zeb Perrin, a clandestine duo of influential figures seeking a discreet venue to conduct their affairs beyond the prying eyes of the law. Nestled within the heart of Morroc's labyrinthine alleyways, the club's opulent facade belies its true nature as a nexus of intrigue and deception.
Whispers in the Shadows:
Legend has it that Nicolo Fontaine and Zeb Perrin, masterminds of Morroc's underworld, founded The Obsidian Club as a sanctuary for the city's shadowy elite. Rumors abound of their involvement in clandestine operations and nefarious dealings, their partnership fueling the club's rise to prominence amidst the shifting sands of Morroc's criminal underworld.
The Dark Heart of Morroc:
Center of Illicit Trade:
The Obsidian Club serves as the beating heart of Morroc's black market, where goods of questionable legality change hands beneath the dim glow of flickering torches. From exotic artifacts to forbidden magical relics, the club's patrons engage in a dizzying array of illicit transactions, their whispered conversations veiled in secrecy.
Gathering of the Shadows:
Within the club's shadowed halls, a motley assortment of rogues, thieves, and ne'er-do-wells gather to indulge in their vices and pursue their clandestine agendas. The air is thick with the scent of smoke and intrigue, as patrons ply their trade amidst the subtle strains of music and the clinking of glasses.
The Enigmatic Proprietors:
Masterminds of the Shadows:
Nicolo Fontaine and Zeb Perrin, the enigmatic proprietors of The Obsidian Club, wield considerable influence within Morroc's underworld. Their connections and resources allow them to shape the city's destiny from behind closed doors, orchestrating the club's operations with ruthless efficiency and cunning.
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2024-04-12T16:40:10Z
Dnavas
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wikitext
text/x-wiki
[[File:Obsidianclub.png|frame|left]]
= The Obsidian Club: Haven of Shadows =
== Origins and Establishment ==
The Obsidian Club emerged from the depths of Morroc's underworld, its origins shrouded in mystery and intrigue. Established centuries ago by Nicolo Fontaine and Zeb Perrin, a clandestine duo of influential figures seeking a discreet venue to conduct their affairs beyond the prying eyes of the law. Nestled within the heart of Morroc's labyrinthine alleyways, the club's opulent facade belies its true nature as a nexus of intrigue and deception.
== Whispers in the Shadows ==
[[Nicolo Fontaine]] and [[Zeb Perrin]], masterminds of Morroc's underworld, founded The Obsidian Club as a sanctuary for the city's shadowy elite. Rumors abound of their involvement in clandestine operations and nefarious dealings, their partnership fueling the club's rise to prominence amidst the shifting sands of Morroc's criminal underworld.
== Center of Illicit Trade ==
The Obsidian Club serves as the beating heart of Morroc's black market, where goods of questionable legality change hands beneath the dim glow of flickering torches. From exotic artifacts to forbidden magical relics, the club's patrons engage in a dizzying array of illicit transactions, their whispered conversations veiled in secrecy.
== Gathering of the Shadows ==
Within the club's shadowed halls, a motley assortment of rogues, thieves, and ne'er-do-wells gather to indulge in their vices and pursue their clandestine agendas. The air is thick with the scent of smoke and intrigue, as patrons ply their trade amidst the subtle strains of music and the clinking of glasses.
== Masterminds of the Shadows ==
Nicolo Fontaine and Zeb Perrin, the enigmatic proprietors of The Obsidian Club, wield considerable influence within Morroc's underworld. Their connections and resources allow them to shape the city's destiny from behind closed doors, orchestrating the club's operations with ruthless efficiency and cunning.
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2024-04-12T16:41:47Z
Dnavas
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/* Origins and Establishment */
wikitext
text/x-wiki
[[File:Obsidianclub.png|frame|left]]
= The Obsidian Club: Haven of Shadows =
== Origins and Establishment ==
The Obsidian Club emerged from the depths of [[Morroc]]'s underworld, its origins shrouded in mystery and intrigue. Established by Nicolo Fontaine and Zeb Perrin, a clandestine duo of influential figures seeking a discreet venue to conduct their affairs beyond the prying eyes of the law. Located just on the outskirts of Morroc, the club's opulent facade belies its true nature as a nexus of intrigue and deception.
== Whispers in the Shadows ==
[[Nicolo Fontaine]] and [[Zeb Perrin]], masterminds of Morroc's underworld, founded The Obsidian Club as a sanctuary for the city's shadowy elite. Rumors abound of their involvement in clandestine operations and nefarious dealings, their partnership fueling the club's rise to prominence amidst the shifting sands of Morroc's criminal underworld.
== Center of Illicit Trade ==
The Obsidian Club serves as the beating heart of Morroc's black market, where goods of questionable legality change hands beneath the dim glow of flickering torches. From exotic artifacts to forbidden magical relics, the club's patrons engage in a dizzying array of illicit transactions, their whispered conversations veiled in secrecy.
== Gathering of the Shadows ==
Within the club's shadowed halls, a motley assortment of rogues, thieves, and ne'er-do-wells gather to indulge in their vices and pursue their clandestine agendas. The air is thick with the scent of smoke and intrigue, as patrons ply their trade amidst the subtle strains of music and the clinking of glasses.
== Masterminds of the Shadows ==
Nicolo Fontaine and Zeb Perrin, the enigmatic proprietors of The Obsidian Club, wield considerable influence within Morroc's underworld. Their connections and resources allow them to shape the city's destiny from behind closed doors, orchestrating the club's operations with ruthless efficiency and cunning.
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2024-04-12T16:42:02Z
Dnavas
2
Protected "[[The Obsidian Club]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Obsidianclub.png|frame|left]]
= The Obsidian Club: Haven of Shadows =
== Origins and Establishment ==
The Obsidian Club emerged from the depths of [[Morroc]]'s underworld, its origins shrouded in mystery and intrigue. Established by Nicolo Fontaine and Zeb Perrin, a clandestine duo of influential figures seeking a discreet venue to conduct their affairs beyond the prying eyes of the law. Located just on the outskirts of Morroc, the club's opulent facade belies its true nature as a nexus of intrigue and deception.
== Whispers in the Shadows ==
[[Nicolo Fontaine]] and [[Zeb Perrin]], masterminds of Morroc's underworld, founded The Obsidian Club as a sanctuary for the city's shadowy elite. Rumors abound of their involvement in clandestine operations and nefarious dealings, their partnership fueling the club's rise to prominence amidst the shifting sands of Morroc's criminal underworld.
== Center of Illicit Trade ==
The Obsidian Club serves as the beating heart of Morroc's black market, where goods of questionable legality change hands beneath the dim glow of flickering torches. From exotic artifacts to forbidden magical relics, the club's patrons engage in a dizzying array of illicit transactions, their whispered conversations veiled in secrecy.
== Gathering of the Shadows ==
Within the club's shadowed halls, a motley assortment of rogues, thieves, and ne'er-do-wells gather to indulge in their vices and pursue their clandestine agendas. The air is thick with the scent of smoke and intrigue, as patrons ply their trade amidst the subtle strains of music and the clinking of glasses.
== Masterminds of the Shadows ==
Nicolo Fontaine and Zeb Perrin, the enigmatic proprietors of The Obsidian Club, wield considerable influence within Morroc's underworld. Their connections and resources allow them to shape the city's destiny from behind closed doors, orchestrating the club's operations with ruthless efficiency and cunning.
6b5ce62431a3ecdd09db5795bafd60dca0dc29ca
File:Obsidianclub.png
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2024-04-12T16:39:55Z
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wikitext
text/x-wiki
obsidian club
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Morroc
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2024-04-12T16:43:00Z
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Protected "[[Morroc]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Morrocaerial.png|frame|left]]
<center>
'''IMPORTANT NOTE:''' Morroc has only recently (several months) been free of [[House Voulroreth]].
</center>
In the south of [[Rune Midgard]], in the vibrant city of Morroc, the Tabaxi are the most prominent race (making up 82% of the population). Their feline grace and keen intellect shape the very essence of city life. Among the bustling streets and towering spires, Tabaxi merchants hawk their wares, scholars pore over ancient tomes in arcane libraries, and adventurers regale each other with tales of daring exploits. Yet, amidst the dominant presence of the Tabaxi, other races also find their place within Morroc's diverse tapestry. Elves, humans, dwarves, and other beings mingle with their feline counterparts, each contributing their unique talents and perspectives to the rich cultural fabric of the city.
= The Rise and Fall of Morroc =
== Prosperity under House Fontaine ==
Nestled in the heart of the desert, Morroc was once a thriving city-state renowned for its bustling markets, grand architecture, and rich cultural heritage. Under the rule of [[House Fontaine]], the city flourished, its streets teeming with merchants, artisans, and travelers from distant lands. The Fontaines were revered for their benevolence and fair governance, fostering an atmosphere of prosperity and stability that attracted people from all walks of life to Morroc's gates.
== The Siege of Morroc by House Voulroreth ==
However, the city's golden age came to an abrupt end with the treacherous ambitions of [[House Voulroreth]]. Seeking to expand their influence and wealth, the Voulroreths orchestrated a brutal siege of Morroc, laying waste to its defenses and plunging the once-proud city into chaos. With their superior military might and ruthless tactics, the Voulroreths seized control of Morroc, imposing their oppressive rule upon its inhabitants and subjecting them to years of tyranny and hardship.
== The Rebellion and Reclamation by House Fontaine ==
Yet, the spirit of Morroc's people could not be quashed so easily. Fueled by a deep-seated desire for freedom and justice, they rose up in rebellion against their Voulroreth overlords, rallying behind the banner of House Fontaine in a bid to reclaim their city. Through acts of bravery and sacrifice, they fought tooth and nail to liberate Morroc from the grip of tyranny, facing formidable odds and unimaginable hardships along the way.
In a climactic showdown, House Fontaine led the charge to reclaim Morroc, their forces clashing with those of House Voulroreth in a fierce battle for the city's soul. Against all odds, the rebels emerged victorious, driving the Voulroreths from Morroc's gates and reclaiming their rightful place as its rulers. With the city liberated once more, Morroc's people celebrated their hard-won victory, vowing never to forget the sacrifices made in the name of freedom and justice. Today, Morroc stands as a symbol of resilience and defiance, a testament to the indomitable spirit of its people and the enduring legacy of House Fontaine.
== Rebuilding Morroc ==
In the wake of the rebellion and the expulsion of House Voulroreth, Morroc embarked on a journey of reconstruction and renewal, determined to rebuild the city from the ashes of its tumultuous past. Led by House Fontaine and supported by the resilient spirit of its people, Morroc's efforts to rebuild are characterized by unity, determination, and hope for a brighter future.
== Infrastructure and Architecture ==
One of the first priorities in Morroc's rebuilding efforts was the restoration of its infrastructure and architectural landmarks. Efforts were made to repair the damage inflicted during the siege and subsequent battles, with skilled artisans and craftsmen working tirelessly to rebuild the city's iconic structures and monuments. Streets were repaved, buildings were reinforced, and public spaces were revitalized, breathing new life into Morroc's urban landscape.
== Economic Recovery ==
With the city's infrastructure restored, attention turned to revitalizing Morroc's economy and trade networks. Trade caravans once again began to traverse the desert sands, bringing goods and commerce to Morroc's markets and bazaars. The reopening of trade routes and the resurgence of commercial activity breathed new life into the city's economy, providing opportunities for merchants, entrepreneurs, and artisans to thrive once more.
== Security and Defense ==
Despite the city's newfound freedom, the threat of external aggression and internal unrest loomed large in the mind of Morroc's leader, [[Nicolo Fontaine]]. Measures were taken to strengthen the city's defenses and bolster its security forces, ensuring that Morroc would be better prepared to defend itself against any future threats. Additionally, efforts were made to foster trust and cooperation between Morroc's ruling council and its citizens, forging a strong bond of mutual support and solidarity in the face of adversity.
As Morroc continues to rebuild and recover from the scars of its tumultuous history, the city stands as a shining beacon of resilience and hope, a testament to the unwavering determination of its people to overcome adversity and forge a brighter future for generations to come.
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2024-04-12T16:58:10Z
Dnavas
2
wikitext
text/x-wiki
[[File:Morrocaerial.png|frame|left]]
<center>
'''IMPORTANT NOTE:''' Morroc has only recently (several months) been free of [[House Voulroreth]].
</center>
In the south of [[Rune Midgard]], in the vibrant city of Morroc, the Tabaxi are the most prominent race (making up 82% of the population). Their feline grace and keen intellect shape the very essence of city life. Among the bustling streets and towering spires, Tabaxi merchants hawk their wares, scholars pore over ancient tomes in arcane libraries, and adventurers regale each other with tales of daring exploits. Yet, amidst the dominant presence of the Tabaxi, other races also find their place within Morroc's diverse tapestry. Elves, humans, dwarves, and other beings mingle with their feline counterparts, each contributing their unique talents and perspectives to the rich cultural fabric of the city.
= The Rise and Fall of Morroc =
== Prosperity under House Fontaine ==
Nestled in the heart of the desert, Morroc was once a thriving city-state renowned for its bustling markets, grand architecture, and rich cultural heritage. Under the rule of [[House Fontaine]], the city flourished, its streets teeming with merchants, artisans, and travelers from distant lands. The Fontaines were revered for their benevolence and fair governance, fostering an atmosphere of prosperity and stability that attracted people from all walks of life to Morroc's gates.
== The Siege of Morroc by House Voulroreth ==
However, the city's golden age came to an abrupt end with the treacherous ambitions of [[House Voulroreth]]. Seeking to expand their influence and wealth, the Voulroreths orchestrated a brutal siege of Morroc, laying waste to its defenses and plunging the once-proud city into chaos. With their superior military might and ruthless tactics, the Voulroreths seized control of Morroc, imposing their oppressive rule upon its inhabitants and subjecting them to years of tyranny and hardship.
== The Rebellion and Reclamation by House Fontaine ==
Yet, the spirit of Morroc's people could not be quashed so easily. Fueled by a deep-seated desire for freedom and justice, they rose up in rebellion against their Voulroreth overlords, rallying behind the banner of House Fontaine in a bid to reclaim their city. Through acts of bravery and sacrifice, they fought tooth and nail to liberate Morroc from the grip of tyranny, facing formidable odds and unimaginable hardships along the way.
In a climactic showdown, House Fontaine led the charge to reclaim Morroc, their forces clashing with those of House Voulroreth in a fierce battle for the city's soul. Against all odds, the rebels emerged victorious, driving the Voulroreths from Morroc's gates and reclaiming their rightful place as its rulers. With the city liberated once more, Morroc's people celebrated their hard-won victory, vowing never to forget the sacrifices made in the name of freedom and justice. Today, Morroc stands as a symbol of resilience and defiance, a testament to the indomitable spirit of its people and the enduring legacy of House Fontaine.
== Rebuilding Morroc ==
In the wake of the rebellion and the expulsion of House Voulroreth, Morroc embarked on a journey of reconstruction and renewal, determined to rebuild the city from the ashes of its tumultuous past. Led by House Fontaine and supported by the resilient spirit of its people, Morroc's efforts to rebuild are characterized by unity, determination, and hope for a brighter future.
== Infrastructure and Architecture ==
One of the first priorities in Morroc's rebuilding efforts was the restoration of its infrastructure and architectural landmarks. Efforts were made to repair the damage inflicted during the siege and subsequent battles, with skilled artisans and craftsmen working tirelessly to rebuild the city's iconic structures and monuments. Streets were repaved, buildings were reinforced, and public spaces were revitalized, breathing new life into Morroc's urban landscape.
== Economic Recovery ==
With the city's infrastructure restored, attention turned to revitalizing Morroc's economy and trade networks. Trade caravans once again began to traverse the desert sands, bringing goods and commerce to Morroc's markets and bazaars. The reopening of trade routes and the resurgence of commercial activity breathed new life into the city's economy, providing opportunities for merchants, entrepreneurs, and artisans to thrive once more.
== Security and Defense ==
Despite the city's newfound freedom, the threat of external aggression and internal unrest loomed large in the mind of Morroc's leader, [[Nicolo Fontaine]]. Measures were taken to strengthen the city's defenses and bolster its security forces, ensuring that Morroc would be better prepared to defend itself against any future threats. Additionally, efforts were made to foster trust and cooperation between Morroc's ruling council and its citizens, forging a strong bond of mutual support and solidarity in the face of adversity.
== Soot Epidemic ==
Morroc now finds itself ensnared in the clutches of addiction and despair. [[Soot]], a potent and addictive substance of mysterious origin, has infiltrated every corner of the city, leaving a trail of devastation in its wake. From the opulent halls of the noble estates to the squalid tenements of the slums, its influence knows no bounds, ensnaring the unwary in its malevolent embrace.
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House Fontaine
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Dnavas
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/* House/Land Status: */
wikitext
text/x-wiki
[[File:Fontainecrest.png|frame|left]]
=== Lord and Connections: ===
Current Lord: [[Nicolo Fontaine]]
<br>
Connections: [[Zeb Perrin]] (Co-owner, The Obsidian Club)
=== House/Land Status: ===
[[Morroc]]: Unstable/Rebuilding
=== Relations: ===
[[House Gilric]]: Neutral
[[House Voulroreth]]: Enemies
[[House Zyquin]]: Neutral
== NICOLO FONTAINE: ==
Having survived the war with [[House Voulroreth]], after the dust had settled, Nicolo Fontaine was found to be the only remaining living member of the Fontaine line and thus inherited power once House Voulroreth had been pushed out of Morroc's territory. Co-owner of the casino/night club "The Obsidian Club", Nicolo was not the people of Morroc's first choice to become their Lord, but he was still a score better than being ruled by House Voulroreth.
Nicolo is known as a bit of a wild-card and loose cannon when it comes to his management of Morroc. For example, he shows no sign of interest in curtailing the addiction his people have to [[Soot]].
== THE OBSIDIAN CLUB: ==
The Obsidian Club, even during Voulroreth occupation, was one of the most visited locations on Morroc soil by people from all around the kingdom. A place of endless debauchery, it stands as the best place to encounter escorts, gamble away all your coin, and even make black market deals--or so it's rumored.
Even though there is talk of dealings of a nefarious nature, everyone seems to let that slide (even the Voulroreth army during its occupancy) as they'd rather enjoy the more devilish delights.
== RELATIONS WITH OTHER HOUSES: ==
House Fontaine, and [[Morroc]] itself, have poor relationships with the other houses and surrounding land. When House Voulroreth occupied Morroc, none came to their aid or even seemed to stand up and opposed the actions by House Voulroreth. This left a bitter taste in the mouths of the people of Morroc. Subsequently, over the years of occupation, it became clear that the Voulrorethians would treat those of [[Tabaxi]] descent far less favorably than other citizens of the region.
68e78ae170a28ca67d74635dbda99e76238f870e
208
207
2024-04-12T16:45:37Z
Dnavas
2
wikitext
text/x-wiki
[[File:Fontainecrest.png|frame|left]]
=== Lord and Connections: ===
Current Lord: [[Nicolo Fontaine]]
<br>
Connections: [[Zeb Perrin]] (Co-owner, [[The Obsidian Club]])
=== House/Land Status: ===
[[Morroc]]: Unstable/Rebuilding
=== Relations: ===
[[House Gilric]]: Neutral
[[House Voulroreth]]: Enemies
[[House Zyquin]]: Neutral
== Nicolo Fontaine: ==
Having survived the war with [[House Voulroreth]], after the dust had settled, Nicolo Fontaine was found to be the only remaining living member of the Fontaine line and thus inherited power once House Voulroreth had been pushed out of Morroc's territory. Co-owner of the casino/night club "The Obsidian Club", Nicolo was not the people of Morroc's first choice to become their Lord, but he was still a score better than being ruled by House Voulroreth.
Nicolo is known as a bit of a wild-card and loose cannon when it comes to his management of Morroc. For example, he shows no sign of interest in curtailing the addiction his people have to [[Soot]].
== The Obsidian Club: ==
[[The Obsidian Club]], even during Voulroreth occupation, was one of the most visited locations on Morroc soil by people from all around the kingdom. A place of endless debauchery, it stands as the best place to encounter escorts, gamble away all your coin, and even make black market deals--or so it's rumored.
Even though there is talk of dealings of a nefarious nature, everyone seems to let that slide (even the Voulroreth army during its occupancy) as they'd rather enjoy the more devilish delights.
== RELATIONS WITH OTHER HOUSES: ==
House Fontaine, and [[Morroc]] itself, have poor relationships with the other houses and surrounding land. When House Voulroreth occupied Morroc, none came to their aid or even seemed to stand up and opposed the actions by House Voulroreth. This left a bitter taste in the mouths of the people of Morroc. Subsequently, over the years of occupation, it became clear that the Voulrorethians would treat those of [[Tabaxi]] descent far less favorably than other citizens of the region.
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File:Soot.png
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soot
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Soot
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Created page with "[[File:Soot.png|frame|left]] = Soot: The Dark Temptation = == Origin and Composition == === Foul Origins === Soot is a potent and highly addictive substance that has plagued the streets of Morroc for generations. Its origins are shrouded in mystery, with whispers of dark alchemical rituals and forbidden magic surrounding its creation. Some believe it to be a byproduct of arcane experimentation gone awry, while others attribute its existence to the machinations of shado..."
wikitext
text/x-wiki
[[File:Soot.png|frame|left]]
= Soot: The Dark Temptation =
== Origin and Composition ==
=== Foul Origins ===
Soot is a potent and highly addictive substance that has plagued the streets of Morroc for generations. Its origins are shrouded in mystery, with whispers of dark alchemical rituals and forbidden magic surrounding its creation. Some believe it to be a byproduct of arcane experimentation gone awry, while others attribute its existence to the machinations of shadowy cabals seeking to exploit the city's vulnerable populace.
=== Sinister Composition ===
The exact composition of Soot is a closely guarded secret, known only to those who traffic in its distribution and sale. Rumors suggest that it is a potent blend of alchemical compounds and magical reagents, carefully concocted to induce euphoria and addiction in its users. Its effects are said to be both immediate and long-lasting, plunging the user into a state of blissful oblivion while ensnaring them in its insidious grip.
== Effects and Consequences ==
=== Fiendish Addiction ===
Those who succumb to the allure of Soot find themselves ensnared in its grasp, their bodies and minds consumed by an insatiable craving for its intoxicating effects. The drug's addictive properties are legendary, with even the most disciplined individuals finding themselves unable to resist its temptations once they have tasted its forbidden pleasures.
=== Devastating Consequences ===
The consequences of Soot addiction are dire, both for the individual and for society as a whole. Users suffer from a range of debilitating symptoms, including physical deterioration, mental instability, and a loss of control over their actions. Families are torn apart, communities are ravaged by crime and violence, and the fabric of society itself begins to unravel under the weight of Soot's malevolent influence.
== Combatting the Darkness ==
=== Struggle for Control ===
Efforts to combat the spread of Soot addiction have met with limited success, as the drug's insidious influence continues to permeate every facet of Morroc's society. Law enforcement agencies struggle to stem the tide of illicit trafficking, while healers and counselors work tirelessly to provide support and rehabilitation to those caught in the throes of addiction.
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2024-04-12T16:52:06Z
Dnavas
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Protected "[[Soot]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Soot.png|frame|left]]
= Soot: The Dark Temptation =
== Origin and Composition ==
=== Foul Origins ===
Soot is a potent and highly addictive substance that has plagued the streets of Morroc for generations. Its origins are shrouded in mystery, with whispers of dark alchemical rituals and forbidden magic surrounding its creation. Some believe it to be a byproduct of arcane experimentation gone awry, while others attribute its existence to the machinations of shadowy cabals seeking to exploit the city's vulnerable populace.
=== Sinister Composition ===
The exact composition of Soot is a closely guarded secret, known only to those who traffic in its distribution and sale. Rumors suggest that it is a potent blend of alchemical compounds and magical reagents, carefully concocted to induce euphoria and addiction in its users. Its effects are said to be both immediate and long-lasting, plunging the user into a state of blissful oblivion while ensnaring them in its insidious grip.
== Effects and Consequences ==
=== Fiendish Addiction ===
Those who succumb to the allure of Soot find themselves ensnared in its grasp, their bodies and minds consumed by an insatiable craving for its intoxicating effects. The drug's addictive properties are legendary, with even the most disciplined individuals finding themselves unable to resist its temptations once they have tasted its forbidden pleasures.
=== Devastating Consequences ===
The consequences of Soot addiction are dire, both for the individual and for society as a whole. Users suffer from a range of debilitating symptoms, including physical deterioration, mental instability, and a loss of control over their actions. Families are torn apart, communities are ravaged by crime and violence, and the fabric of society itself begins to unravel under the weight of Soot's malevolent influence.
== Combatting the Darkness ==
=== Struggle for Control ===
Efforts to combat the spread of Soot addiction have met with limited success, as the drug's insidious influence continues to permeate every facet of Morroc's society. Law enforcement agencies struggle to stem the tide of illicit trafficking, while healers and counselors work tirelessly to provide support and rehabilitation to those caught in the throes of addiction.
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/* Origin and Composition */
wikitext
text/x-wiki
[[File:Soot.png|frame|left]]
= Soot: The Dark Temptation =
== Origin and Composition ==
=== Foul Origins ===
Soot is a potent and highly addictive substance that has plagued the streets of [[Morroc]] for generations. Its origins are shrouded in mystery, with whispers of dark alchemical rituals and forbidden magic surrounding its creation. Some believe it to be a byproduct of arcane experimentation gone awry, while others attribute its existence to the machinations of shadowy cabals seeking to exploit the city's vulnerable populace.
=== Sinister Composition ===
The exact composition of Soot is a closely guarded secret, known only to those who traffic in its distribution and sale. Rumors suggest that it is a potent blend of alchemical compounds and magical reagents, carefully concocted to induce euphoria and addiction in its users. Its effects are said to be both immediate and long-lasting, plunging the user into a state of blissful oblivion while ensnaring them in its insidious grip.
== Effects and Consequences ==
=== Fiendish Addiction ===
Those who succumb to the allure of Soot find themselves ensnared in its grasp, their bodies and minds consumed by an insatiable craving for its intoxicating effects. The drug's addictive properties are legendary, with even the most disciplined individuals finding themselves unable to resist its temptations once they have tasted its forbidden pleasures.
=== Devastating Consequences ===
The consequences of Soot addiction are dire, both for the individual and for society as a whole. Users suffer from a range of debilitating symptoms, including physical deterioration, mental instability, and a loss of control over their actions. Families are torn apart, communities are ravaged by crime and violence, and the fabric of society itself begins to unravel under the weight of Soot's malevolent influence.
== Combatting the Darkness ==
=== Struggle for Control ===
Efforts to combat the spread of Soot addiction have met with limited success, as the drug's insidious influence continues to permeate every facet of Morroc's society. Law enforcement agencies struggle to stem the tide of illicit trafficking, while healers and counselors work tirelessly to provide support and rehabilitation to those caught in the throes of addiction.
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File:Aldebaran.png
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al de baran
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Al de Baran
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Created page with "[[File:Aldebaran.png|frame|left]] Al De Baran is a picturesque city nestled in a basin between desolate plains to the north and the rugged [[Mount Mjolnir]] to the south. Known as the city of canals, it offers a welcome respite for travelers, boasting a unique blend of urban landscaping, technological innovation, and natural beauty. == Location and Geography == The city is situated in a basin between desolate, rocky plains to the north and the unforgiving Mount Mjolnir..."
wikitext
text/x-wiki
[[File:Aldebaran.png|frame|left]]
Al De Baran is a picturesque city nestled in a basin between desolate plains to the north and the rugged [[Mount Mjolnir]] to the south. Known as the city of canals, it offers a welcome respite for travelers, boasting a unique blend of urban landscaping, technological innovation, and natural beauty.
== Location and Geography ==
The city is situated in a basin between desolate, rocky plains to the north and the unforgiving Mount Mjolnir to the south. Its strategic location has made it a vital hub for trade and commerce, attracting travelers from far and wide.
== Cityscape and Architecture ==
The majority of Al De Baran is constructed around its intricate network of waterways, which are utilized for power, drinking water, and urban landscaping. The city's skyline is dotted with beautiful windmills, turning lazily in the mountain breeze. The Windsor Clock Tower stands as a prominent landmark, symbolizing the city's commitment to technological advancement and innovation.
== Tourism and Attractions ==
Al De Baran is renowned as a tourist destination, drawing visitors with its scenic beauty, crisp clean air, and formal landscaping. Tourists can explore the city's charming canals, stroll through its meticulously maintained gardens, and marvel at its impressive architecture. The Alchemist Guild, located within the city, offers opportunities for visitors to learn about the fascinating science of alchemy and its applications.
== Alchemist Guild ==
The Alchemist Guild is a prominent institution within Al De Baran, attracting individuals from all over the world who seek to further their knowledge of alchemy. Here, researchers and practitioners study the mysterious science of alchemy, conducting experiments and developing new potions, elixirs, and magical compounds.
== Economy and Trade ==
Al De Baran's economy is driven by trade, commerce, and technological innovation. The city serves as a hub for the exchange of goods and services, with merchants and traders flocking to its bustling markets and trading posts. The Alchemist Guild also plays a significant role in the city's economy, producing and selling a wide range of alchemical products and magical artifacts.
== Culture and Society ==
The people of Al De Baran are known for their hospitality, ingenuity, and dedication to the pursuit of knowledge. The city's vibrant culture is reflected in its festivals, celebrations, and artistic traditions. Despite its bustling atmosphere, Al De Baran maintains a sense of tranquility and harmony, making it a beloved home for its residents and a cherished destination for travelers.
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[[File:Aldebaran.png|frame|left]]
Al De Baran is a picturesque city nestled in a basin between desolate plains to the north and the rugged [[Mount Mjolnir]] to the south. Known as the city of canals, it offers a welcome respite for travelers, boasting a unique blend of urban landscaping, technological innovation, and natural beauty.
== Location and Geography ==
The city is situated in a basin between desolate, rocky plains to the north and the unforgiving Mount Mjolnir to the south. Its strategic location has made it a vital hub for trade and commerce, attracting travelers from far and wide.
== Cityscape and Architecture ==
The majority of Al De Baran is constructed around its intricate network of waterways, which are utilized for power, drinking water, and urban landscaping. The city's skyline is dotted with beautiful windmills, turning lazily in the mountain breeze. The [[Windsor Clock Tower]] stands as a prominent landmark, symbolizing the city's commitment to technological advancement and innovation.
== Tourism and Attractions ==
Al De Baran is renowned as a tourist destination, drawing visitors with its scenic beauty, crisp clean air, and formal landscaping. Tourists can explore the city's charming canals, stroll through its meticulously maintained gardens, and marvel at its impressive architecture. The Alchemist Guild, located within the city, offers opportunities for visitors to learn about the fascinating science of alchemy and its applications.
== Alchemist Guild ==
The Alchemist Guild is a prominent institution within Al De Baran, attracting individuals from all over the world who seek to further their knowledge of alchemy. Here, researchers and practitioners study the mysterious science of alchemy, conducting experiments and developing new potions, elixirs, and magical compounds.
== Economy and Trade ==
Al De Baran's economy is driven by trade, commerce, and technological innovation. The city serves as a hub for the exchange of goods and services, with merchants and traders flocking to its bustling markets and trading posts. The Alchemist Guild also plays a significant role in the city's economy, producing and selling a wide range of alchemical products and magical artifacts.
== Culture and Society ==
The people of Al De Baran are known for their hospitality, ingenuity, and dedication to the pursuit of knowledge. The city's vibrant culture is reflected in its festivals, celebrations, and artistic traditions. Despite its bustling atmosphere, Al De Baran maintains a sense of tranquility and harmony, making it a beloved home for its residents and a cherished destination for travelers.
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[[File:Aldebaran.png|frame|left]]
Al de Baran is a picturesque city nestled in a basin between desolate plains to the north and the rugged [[Mount Mjolnir]] to the south. Known as the city of canals, it offers a welcome respite for travelers, boasting a unique blend of urban landscaping, technological innovation, and natural beauty.
== Location and Geography ==
The city is situated in a basin between desolate, rocky plains to the north and the unforgiving Mount Mjolnir to the south. Its strategic location has made it a vital hub for trade and commerce, attracting travelers from far and wide.
== Cityscape and Architecture ==
The majority of Al de Baran is constructed around its intricate network of waterways, which are utilized for power, drinking water, and urban landscaping. The city's skyline is dotted with beautiful windmills, turning lazily in the mountain breeze. The [[Windsor Clock Tower]] stands as a prominent landmark, symbolizing the city's commitment to technological advancement and innovation.
== Tourism and Attractions ==
Al de Baran is renowned as a tourist destination, drawing visitors with its scenic beauty, crisp clean air, and formal landscaping. Tourists can explore the city's charming canals, stroll through its meticulously maintained gardens, and marvel at its impressive architecture. The Alchemist Guild, located within the city, offers opportunities for visitors to learn about the fascinating science of alchemy and its applications.
== Alchemist Guild ==
The Alchemist Guild is a prominent institution within Al de Baran, attracting individuals from all over the world who seek to further their knowledge of alchemy. Here, researchers and practitioners study the mysterious science of alchemy, conducting experiments and developing new potions, elixirs, and magical compounds.
== Economy and Trade ==
Al de Baran's economy is driven by trade, commerce, and technological innovation. The city serves as a hub for the exchange of goods and services, with merchants and traders flocking to its bustling markets and trading posts. The Alchemist Guild also plays a significant role in the city's economy, producing and selling a wide range of alchemical products and magical artifacts.
== Culture and Society ==
The people of Al de Baran are known for their hospitality, ingenuity, and dedication to the pursuit of knowledge. The city's vibrant culture is reflected in its festivals, celebrations, and artistic traditions. Despite its bustling atmosphere, Al De Baran maintains a sense of tranquility and harmony, making it a beloved home for its residents and a cherished destination for travelers.
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[[File:Aldebaran.png|frame|left]]
Within [[Rune Midgard]] lies Al de Baran, a picturesque city nestled in a basin between desolate plains to the north and the rugged [[Mount Mjolnir]] to the south. Known as the city of canals, it offers a welcome respite for travelers, boasting a unique blend of urban landscaping, technological innovation, and natural beauty.
== Location and Geography ==
The city is situated in a basin between desolate, rocky plains to the north and the unforgiving Mount Mjolnir to the south. Its strategic location has made it a vital hub for trade and commerce, attracting travelers from far and wide.
== Cityscape and Architecture ==
The majority of Al de Baran is constructed around its intricate network of waterways, which are utilized for power, drinking water, and urban landscaping. The city's skyline is dotted with beautiful windmills, turning lazily in the mountain breeze. The [[Windsor Clock Tower]] stands as a prominent landmark, symbolizing the city's commitment to technological advancement and innovation.
== Tourism and Attractions ==
Al de Baran is renowned as a tourist destination, drawing visitors with its scenic beauty, crisp clean air, and formal landscaping. Tourists can explore the city's charming canals, stroll through its meticulously maintained gardens, and marvel at its impressive architecture. The Alchemist Guild, located within the city, offers opportunities for visitors to learn about the fascinating science of alchemy and its applications.
== Alchemist Guild ==
The Alchemist Guild is a prominent institution within Al de Baran, attracting individuals from all over the world who seek to further their knowledge of alchemy. Here, researchers and practitioners study the mysterious science of alchemy, conducting experiments and developing new potions, elixirs, and magical compounds.
== Economy and Trade ==
Al de Baran's economy is driven by trade, commerce, and technological innovation. The city serves as a hub for the exchange of goods and services, with merchants and traders flocking to its bustling markets and trading posts. The Alchemist Guild also plays a significant role in the city's economy, producing and selling a wide range of alchemical products and magical artifacts.
== Culture and Society ==
The people of Al de Baran are known for their hospitality, ingenuity, and dedication to the pursuit of knowledge. The city's vibrant culture is reflected in its festivals, celebrations, and artistic traditions. Despite its bustling atmosphere, Al De Baran maintains a sense of tranquility and harmony, making it a beloved home for its residents and a cherished destination for travelers.
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File:Windsorclock.png
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windsor clock
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Windsor Clock Tower
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Created page with "[[File:Windsorclock.png|frame|left]] The Windsor Clock Tower stands as a symbol of technological innovation and architectural grandeur in the city of Al De Baran. Rising majestically above the bustling streets, it has become an iconic landmark that embodies the city's commitment to progress and advancement. == History and Origins == Constructed centuries ago by master craftsmen and skilled engineers, the Windsor Clock Tower was commissioned by the city's founding leader..."
wikitext
text/x-wiki
[[File:Windsorclock.png|frame|left]]
The Windsor Clock Tower stands as a symbol of technological innovation and architectural grandeur in the city of Al De Baran. Rising majestically above the bustling streets, it has become an iconic landmark that embodies the city's commitment to progress and advancement.
== History and Origins ==
Constructed centuries ago by master craftsmen and skilled engineers, the Windsor Clock Tower was commissioned by the city's founding leaders as a testament to their vision for a prosperous and thriving community. Its construction marked a significant milestone in the city's history, heralding a new era of growth and prosperity.
== Architectural Marvel ==
The Windsor Clock Tower is renowned for its intricate design and meticulous craftsmanship. Standing at the center of the city, it boasts a towering spire adorned with ornate carvings and embellishments, reflecting the city's rich cultural heritage and artistic traditions. The clock face itself is a marvel of engineering, featuring intricate mechanisms and precision timekeeping.
== Technological Wonder ==
At the heart of the Windsor Clock Tower lies a complex network of gears, springs, and cogs that power its clock mechanism. Crafted by skilled artisans and master clockmakers, these mechanisms ensure that the clock keeps accurate time, serving as a reliable beacon for the city's residents and visitors alike.
== Symbol of Progress ==
The Windsor Clock Tower has come to symbolize the spirit of progress and innovation that defines the city of Al De Baran. Its towering presence serves as a constant reminder of the city's commitment to embracing new technologies and pushing the boundaries of what is possible.
== Cultural Significance ==
Beyond its practical function as a timekeeping device, the Windsor Clock Tower holds deep cultural significance for the people of Al De Baran. It serves as a gathering place for celebrations, festivals, and community events, bringing together people from all walks of life to celebrate their shared heritage and history.
== Guardian of Time ==
As the hands of the clock tick inexorably onward, the Windsor Clock Tower stands as a silent guardian of time, watching over the city and its inhabitants with steadfast vigilance. Its timeless presence serves as a beacon of hope and inspiration, guiding the people of Al De Baran towards a brighter future filled with endless possibilities.
== Guardians of the Tower ==
Behind its majestic facade lies a hidden marvel: a team of diligent automatons tirelessly maintaining the intricate mechanisms that keep the clock ticking.
Crafted with precision and care by skilled artisans, these automatons are the unsung heroes of the Windsor Clock Tower, ensuring that its gears turn smoothly and its chimes ring true. With their mechanical precision and tireless dedication, they keep the city's most iconic landmark running like clockwork, day in and day out.
From oiling gears to polishing brass, the automatons perform their duties with unparalleled efficiency, never tiring or faltering in their task. Their presence is a reassuring constant in the bustling city, a testament to the power of technology to shape and enhance the world around us.
As the people of Al De Baran go about their daily lives, they can take comfort in knowing that the Windsor Clock Tower stands as a beacon of reliability and precision, thanks to the tireless efforts of its mechanical guardians.
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[[File:Windsorclock.png|frame|left]]
The Windsor Clock Tower stands as a symbol of technological innovation and architectural grandeur in the city of [[Al De Baran]]. Rising majestically above the bustling streets, it has become an iconic landmark that embodies the city's commitment to progress and advancement.
== History and Origins ==
Constructed centuries ago by master craftsmen and skilled engineers, the Windsor Clock Tower was commissioned by the city's founding leaders as a testament to their vision for a prosperous and thriving community. Its construction marked a significant milestone in the city's history, heralding a new era of growth and prosperity.
== Architectural Marvel ==
The Windsor Clock Tower is renowned for its intricate design and meticulous craftsmanship. Standing at the center of the city, it boasts a towering spire adorned with ornate carvings and embellishments, reflecting the city's rich cultural heritage and artistic traditions. The clock face itself is a marvel of engineering, featuring intricate mechanisms and precision timekeeping.
== Technological Wonder ==
At the heart of the Windsor Clock Tower lies a complex network of gears, springs, and cogs that power its clock mechanism. Crafted by skilled artisans and master clockmakers, these mechanisms ensure that the clock keeps accurate time, serving as a reliable beacon for the city's residents and visitors alike.
== Symbol of Progress ==
The Windsor Clock Tower has come to symbolize the spirit of progress and innovation that defines the city of Al De Baran. Its towering presence serves as a constant reminder of the city's commitment to embracing new technologies and pushing the boundaries of what is possible.
== Cultural Significance ==
Beyond its practical function as a timekeeping device, the Windsor Clock Tower holds deep cultural significance for the people of Al De Baran. It serves as a gathering place for celebrations, festivals, and community events, bringing together people from all walks of life to celebrate their shared heritage and history.
== Guardian of Time ==
As the hands of the clock tick inexorably onward, the Windsor Clock Tower stands as a silent guardian of time, watching over the city and its inhabitants with steadfast vigilance. Its timeless presence serves as a beacon of hope and inspiration, guiding the people of Al De Baran towards a brighter future filled with endless possibilities.
== Guardians of the Tower ==
Behind its majestic facade lies a hidden marvel: a team of diligent automatons tirelessly maintaining the intricate mechanisms that keep the clock ticking.
Crafted with precision and care by skilled artisans, these automatons are the unsung heroes of the Windsor Clock Tower, ensuring that its gears turn smoothly and its chimes ring true. With their mechanical precision and tireless dedication, they keep the city's most iconic landmark running like clockwork, day in and day out.
From oiling gears to polishing brass, the automatons perform their duties with unparalleled efficiency, never tiring or faltering in their task. Their presence is a reassuring constant in the bustling city, a testament to the power of technology to shape and enhance the world around us.
As the people of Al De Baran go about their daily lives, they can take comfort in knowing that the Windsor Clock Tower stands as a beacon of reliability and precision, thanks to the tireless efforts of its mechanical guardians.
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text/x-wiki
[[File:Windsorclock.png|frame|left]]
The Windsor Clock Tower stands as a symbol of technological innovation and architectural grandeur in the city of [[Al de Baran]]. Rising majestically above the bustling streets, it has become an iconic landmark that embodies the city's commitment to progress and advancement.
== History and Origins ==
Constructed centuries ago by master craftsmen and skilled engineers, the Windsor Clock Tower was commissioned by the city's founding leaders as a testament to their vision for a prosperous and thriving community. Its construction marked a significant milestone in the city's history, heralding a new era of growth and prosperity.
== Architectural Marvel ==
The Windsor Clock Tower is renowned for its intricate design and meticulous craftsmanship. Standing at the center of the city, it boasts a towering spire adorned with ornate carvings and embellishments, reflecting the city's rich cultural heritage and artistic traditions. The clock face itself is a marvel of engineering, featuring intricate mechanisms and precision timekeeping.
== Technological Wonder ==
At the heart of the Windsor Clock Tower lies a complex network of gears, springs, and cogs that power its clock mechanism. Crafted by skilled artisans and master clockmakers, these mechanisms ensure that the clock keeps accurate time, serving as a reliable beacon for the city's residents and visitors alike.
== Symbol of Progress ==
The Windsor Clock Tower has come to symbolize the spirit of progress and innovation that defines the city of Al De Baran. Its towering presence serves as a constant reminder of the city's commitment to embracing new technologies and pushing the boundaries of what is possible.
== Cultural Significance ==
Beyond its practical function as a timekeeping device, the Windsor Clock Tower holds deep cultural significance for the people of Al De Baran. It serves as a gathering place for celebrations, festivals, and community events, bringing together people from all walks of life to celebrate their shared heritage and history.
== Guardian of Time ==
As the hands of the clock tick inexorably onward, the Windsor Clock Tower stands as a silent guardian of time, watching over the city and its inhabitants with steadfast vigilance. Its timeless presence serves as a beacon of hope and inspiration, guiding the people of Al De Baran towards a brighter future filled with endless possibilities.
== Guardians of the Tower ==
Behind its majestic facade lies a hidden marvel: a team of diligent automatons tirelessly maintaining the intricate mechanisms that keep the clock ticking.
Crafted with precision and care by skilled artisans, these automatons are the unsung heroes of the Windsor Clock Tower, ensuring that its gears turn smoothly and its chimes ring true. With their mechanical precision and tireless dedication, they keep the city's most iconic landmark running like clockwork, day in and day out.
From oiling gears to polishing brass, the automatons perform their duties with unparalleled efficiency, never tiring or faltering in their task. Their presence is a reassuring constant in the bustling city, a testament to the power of technology to shape and enhance the world around us.
As the people of Al De Baran go about their daily lives, they can take comfort in knowing that the Windsor Clock Tower stands as a beacon of reliability and precision, thanks to the tireless efforts of its mechanical guardians.
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Rune Midgard
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2024-04-12T20:05:22Z
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text/x-wiki
[[File:Runemidgardglobe.png|frame|left]]
Rune Midgard, a vast continent shrouded in legend and history, is a land of great beauty and profound intrigue. Surrounded by the azure expanse of the [[Grethis Sea]], it has long been a realm of prosperity and power, once ruled by a line of revered kings.
== Political Upheaval and the Seige of Morroc ==
However, the tranquil reign of Rune Midgard was shattered by the dark shadow of betrayal and political upheaval. Following the assassination of [[King Radavan IX]], the kingdom was plunged into chaos, torn apart by the ambitions of four powerful [[High Houses|high houses]]: [[House Zyquin]], [[House Voulroreth]], [[House Gilric]], and [[House Fontaine]].
For generations, these noble houses vied for control, each seeking to claim dominion over the fractured land. Yet, it was the treachery of House Voulroreth that would leave an indelible mark on Rune Midgard's history. In a ruthless bid for power, they waged war against House Fontaine, seizing control of the city of Morroc, it's surrounding lands, and subjecting its people to two centuries of merciless subjugation.
The once-thriving city now languished under the oppressive yoke of House Voulroreth, its inhabitants trapped in a cycle of despair and servitude. As whispers of rebellion echoed through the streets, House Fontaine's fate hung in the balance, its future uncertain amidst the turmoil of political strife and ancient rivalries. After 200 years, a successful rebellion freed the people of Morroc from House Voulroreth's occupancy, but some say House Voulroreth has never given up on reacquiring Morroc and it's surrounding lands.
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Mount Mjolnir
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82
224
2024-04-12T20:16:38Z
Dnavas
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Created page with "Mt. Mjolnir, a colossal mountain rising proudly amidst the [[Ferros Mountain]] range between [[Prontera]] and [[Al de Baran]], is a breathtaking testament to the raw power and beauty of nature. With its two towering peaks and sprawling landscape teeming with life, it has long captured the imagination of adventurers, scholars, and explorers alike. == Geography and Terrain == Stretching majestically towards the heavens, Mt. Mjolnir dominates the surrounding landscape with..."
wikitext
text/x-wiki
Mt. Mjolnir, a colossal mountain rising proudly amidst the [[Ferros Mountain]] range between [[Prontera]] and [[Al de Baran]], is a breathtaking testament to the raw power and beauty of nature. With its two towering peaks and sprawling landscape teeming with life, it has long captured the imagination of adventurers, scholars, and explorers alike.
== Geography and Terrain ==
Stretching majestically towards the heavens, Mt. Mjolnir dominates the surrounding landscape with its imposing presence. Its rugged terrain is characterized by steep cliffs, rocky outcrops, and dense forests that cling tenaciously to its slopes. The mountain's two peaks, known as Thunder Peak and Storm Peak, rise like ancient sentinels, their jagged silhouettes piercing the sky.
== Flora and Fauna ==
The slopes of Mt. Mjolnir are home to a diverse array of flora and fauna, many of which are of Jotunn proportions, reflecting the mountain's immense scale and untamed wilderness. Towering trees, lush ferns, and vibrant wildflowers blanket the landscape, providing a haven for countless species of animals, birds, and insects. Giant eagles soar overhead, while elusive mountain goats navigate the treacherous cliffs with ease.
== Legends and Lore ==
Throughout the ages, Mt. Mjolnir has been steeped in legend and folklore, with tales of ancient gods, heroic deeds, and hidden treasures whispered among the local inhabitants. According to local lore, the mountain is said to be home to powerful spirits and mystical beings, who watch over its sacred peaks and valleys with vigilance.
== Adventurers and Explorers ==
For adventurers and explorers brave enough to venture into its depths, Mt. Mjolnir offers a wealth of challenges and opportunities for discovery. Bridges and pathways have been constructed to aid travelers in traversing its rugged terrain, though many areas remain uncharted and untamed, awaiting the intrepid souls who dare to explore its mysteries.
== Cultural Significance ==
Mt. Mjolnir holds deep cultural significance for the people who dwell in its shadow, serving as a source of inspiration, reverence, and awe. It is a symbol of resilience, strength, and the enduring spirit of the natural world, reminding all who behold it of the majesty and wonder of the mountains.
== Environmental Conservation ==
In recent years, efforts have been made to preserve and protect the fragile ecosystem of Mt. Mjolnir, ensuring that its natural beauty and biodiversity are safeguarded for future generations. Conservationists work tirelessly to maintain the delicate balance between human activity and the mountain's pristine wilderness, striving to ensure that Mt. Mjolnir remains a sanctuary for all who seek solace and adventure in its midst.
== Infrastructure and Accessibility ==
To facilitate access to its remote reaches, bridges and pathways have been constructed to aid adventurers in traversing the mountainous terrain. These feats of engineering enable travelers to explore Mt. Mjolnir's hidden valleys, ancient forests, and towering peaks, providing a gateway to adventure and discovery in the heart of the Ferros Mountain range as people travel between [[Prontera]] and [[Al de Baran]].
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2024-04-12T20:21:18Z
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wikitext
text/x-wiki
[[File:Mjolnirplant.png|frame|left]]
Mt. Mjolnir, a colossal mountain rising proudly amidst the [[Ferros Mountain]] range between [[Prontera]] and [[Al de Baran]], is a breathtaking testament to the raw power and beauty of nature. With its two towering peaks and sprawling landscape teeming with life, it has long captured the imagination of adventurers, scholars, and explorers alike.
== Geography and Terrain ==
Stretching majestically towards the heavens, Mt. Mjolnir dominates the surrounding landscape with its imposing presence. Its rugged terrain is characterized by steep cliffs, rocky outcrops, and dense forests that cling tenaciously to its slopes. The mountain's two peaks, known as Thunder Peak and Storm Peak, rise like ancient sentinels, their jagged silhouettes piercing the sky.
== Flora and Fauna ==
The slopes of Mt. Mjolnir are home to a diverse array of flora and fauna, many of which are of Jotunn proportions, reflecting the mountain's immense scale and untamed wilderness. Towering trees, lush ferns, and vibrant wildflowers blanket the landscape, providing a haven for countless species of animals, birds, and insects. Giant eagles soar overhead, while elusive mountain goats navigate the treacherous cliffs with ease.
== Legends and Lore ==
Throughout the ages, Mt. Mjolnir has been steeped in legend and folklore, with tales of ancient gods, heroic deeds, and hidden treasures whispered among the local inhabitants. According to local lore, the mountain is said to be home to powerful spirits and mystical beings, who watch over its sacred peaks and valleys with vigilance.
== Adventurers and Explorers ==
For adventurers and explorers brave enough to venture into its depths, Mt. Mjolnir offers a wealth of challenges and opportunities for discovery. Bridges and pathways have been constructed to aid travelers in traversing its rugged terrain, though many areas remain uncharted and untamed, awaiting the intrepid souls who dare to explore its mysteries.
== Cultural Significance ==
Mt. Mjolnir holds deep cultural significance for the people who dwell in its shadow, serving as a source of inspiration, reverence, and awe. It is a symbol of resilience, strength, and the enduring spirit of the natural world, reminding all who behold it of the majesty and wonder of the mountains.
== Environmental Conservation ==
In recent years, efforts have been made to preserve and protect the fragile ecosystem of Mt. Mjolnir, ensuring that its natural beauty and biodiversity are safeguarded for future generations. Conservationists work tirelessly to maintain the delicate balance between human activity and the mountain's pristine wilderness, striving to ensure that Mt. Mjolnir remains a sanctuary for all who seek solace and adventure in its midst.
== Infrastructure and Accessibility ==
To facilitate access to its remote reaches, bridges and pathways have been constructed to aid adventurers in traversing the mountainous terrain. These feats of engineering enable travelers to explore Mt. Mjolnir's hidden valleys, ancient forests, and towering peaks, providing a gateway to adventure and discovery in the heart of the Ferros Mountain range as people travel between [[Prontera]] and [[Al de Baran]].
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wikitext
text/x-wiki
[[File:Mjolnirplant.png|frame|left]]
Mt. Mjolnir, a colossal mountain rising proudly amidst the [[Ferros Mountain|Ferros Mountain Range]] between [[Prontera]] and [[Al de Baran]], is a breathtaking testament to the raw power and beauty of nature. With its two towering peaks and sprawling landscape teeming with life, it has long captured the imagination of adventurers, scholars, and explorers alike.
== Geography and Terrain ==
Stretching majestically towards the heavens, Mt. Mjolnir dominates the surrounding landscape with its imposing presence. Its rugged terrain is characterized by steep cliffs, rocky outcrops, and dense forests that cling tenaciously to its slopes. The mountain's two peaks, known as Thunder Peak and Storm Peak, rise like ancient sentinels, their jagged silhouettes piercing the sky.
== Flora and Fauna ==
The slopes of Mt. Mjolnir are home to a diverse array of flora and fauna, many of which are of Jotunn proportions, reflecting the mountain's immense scale and untamed wilderness. Towering trees, lush ferns, and vibrant wildflowers blanket the landscape, providing a haven for countless species of animals, birds, and insects. Giant eagles soar overhead, while elusive mountain goats navigate the treacherous cliffs with ease.
== Legends and Lore ==
Throughout the ages, Mt. Mjolnir has been steeped in legend and folklore, with tales of ancient gods, heroic deeds, and hidden treasures whispered among the local inhabitants. According to local lore, the mountain is said to be home to powerful spirits and mystical beings, who watch over its sacred peaks and valleys with vigilance.
== Adventurers and Explorers ==
For adventurers and explorers brave enough to venture into its depths, Mt. Mjolnir offers a wealth of challenges and opportunities for discovery. Bridges and pathways have been constructed to aid travelers in traversing its rugged terrain, though many areas remain uncharted and untamed, awaiting the intrepid souls who dare to explore its mysteries.
== Cultural Significance ==
Mt. Mjolnir holds deep cultural significance for the people who dwell in its shadow, serving as a source of inspiration, reverence, and awe. It is a symbol of resilience, strength, and the enduring spirit of the natural world, reminding all who behold it of the majesty and wonder of the mountains.
== Environmental Conservation ==
In recent years, efforts have been made to preserve and protect the fragile ecosystem of Mt. Mjolnir, ensuring that its natural beauty and biodiversity are safeguarded for future generations. Conservationists work tirelessly to maintain the delicate balance between human activity and the mountain's pristine wilderness, striving to ensure that Mt. Mjolnir remains a sanctuary for all who seek solace and adventure in its midst.
== Infrastructure and Accessibility ==
To facilitate access to its remote reaches, bridges and pathways have been constructed to aid adventurers in traversing the mountainous terrain. These feats of engineering enable travelers to explore Mt. Mjolnir's hidden valleys, ancient forests, and towering peaks, providing a gateway to adventure and discovery in the heart of the Ferros Mountain range as people travel between [[Prontera]] and [[Al de Baran]].
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Main Page
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/* Creating a Character */
wikitext
text/x-wiki
<center>
[[File:Estecia.png|700px|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses|high houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—[[Auriel House|Auriel]], [[Rathos House|Rathos]], [[Gauthwin House|Gauthwin]], or [[Olivier House|Olivier]]—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, which of the [[High Houses|high houses]] they're a subject of, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy.
<br>
<center>
'''World and History'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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<center>
[[File:Estecia.png|700px|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses|high houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—[[Auriel House|Auriel]], [[Rathos House|Rathos]], [[Gauthwin House|Gauthwin]], or [[Olivier House|Olivier]]—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, which of the [[High Houses|high houses]] they're a subject of, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy.
<br>
<center>
'''Quick Links'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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<center>
[[File:Estecia.png|700px|frameless|center]]
[[File:Temp.jpg|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses|high houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—[[Auriel House|Auriel]], [[Rathos House|Rathos]], [[Gauthwin House|Gauthwin]], or [[Olivier House|Olivier]]—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, which of the [[High Houses|high houses]] they're a subject of, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy.
<br>
<center>
'''Quick Links'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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2024-04-13T03:34:53Z
Dnavas
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wikitext
text/x-wiki
<center>
[[File:Estecia.png|700px|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses|high houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—[[Auriel House|Auriel]], [[Rathos House|Rathos]], [[Gauthwin House|Gauthwin]], or [[Olivier House|Olivier]]—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, which of the [[High Houses|high houses]] they're a subject of, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy.
<br>
<center>
'''Quick Links'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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Dnavas
2
wikitext
text/x-wiki
<center>
[[File:Estecia.png|700px|frameless|center]]
[[File:Logo2.png|500px|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses|high houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—[[Auriel House|Auriel]], [[Rathos House|Rathos]], [[Gauthwin House|Gauthwin]], or [[Olivier House|Olivier]]—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, which of the [[High Houses|high houses]] they're a subject of, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy.
<br>
<center>
'''Quick Links'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
0dd69292634ff5d9bd957dc6e2391b7c6f4dd739
File:Payonaerial.png
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2024-04-13T02:45:02Z
Dnavas
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payon
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Payon
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2024-04-13T02:45:15Z
Dnavas
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Created page with "[[File:Payonaerial.png|frame|left]] Within [[Rune Midgard]] lies Payon, a sprawling village nestled on the edge of a towering mountain, known for its unique architecture and strategic location amidst dense forests and rugged mountains. Ruled by [[House Voulroreth]], a powerful and war-like noble family, Payon has long been a bastion of strength and security in the region. == History== Founded centuries ago by settlers seeking refuge from external threats, Payon quickly..."
wikitext
text/x-wiki
[[File:Payonaerial.png|frame|left]]
Within [[Rune Midgard]] lies Payon, a sprawling village nestled on the edge of a towering mountain, known for its unique architecture and strategic location amidst dense forests and rugged mountains. Ruled by [[House Voulroreth]], a powerful and war-like noble family, Payon has long been a bastion of strength and security in the region.
== History==
Founded centuries ago by settlers seeking refuge from external threats, Payon quickly grew into a thriving community under the leadership of House Voulroreth. Known for their ambitious and power-hungry nature, the ruling family expanded their influence over the surrounding lands, establishing Payon as a formidable stronghold against outside invaders.
== Architecture ==
The architecture of Payon is characterized by its use of wood sourced exclusively from the surrounding forests, reflecting the village's close connection to the natural world. Buildings are constructed using traditional methods passed down through generations, with intricate wooden carvings and ornate designs adorning every structure. The use of wood not only provides a distinctive aesthetic but also serves as a testament to Payon's self-sufficiency and resourcefulness.
== Defenses ==
Payon's strategic location within the mountain, surrounded by dense forests and rugged terrain, offers natural protection against outside threats. The village is further fortified by sturdy wooden walls and watchtowers, manned by skilled guards trained in the art of warfare. House Voulroreth's ruthless reputation ensures that any who dare to challenge Payon's defenses face swift and decisive retribution.
== Culture ==
Despite its militaristic nature, Payon boasts a rich cultural heritage, shaped by centuries of tradition and the reverence for nature inherent in its inhabitants. Festivals and ceremonies celebrating the changing seasons and the bounties of the land are a common occurrence.
== Economy==
Payon's economy revolves primarily around forestry and agriculture, with the surrounding forests providing a steady supply of timber and game, while fertile lands yield abundant crops. Trade routes established by House Voulroreth ensure a steady flow of goods in and out of the village, bolstering its prosperity and influence in the region.
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Dnavas
2
Protected "[[Payon]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Payonaerial.png|frame|left]]
Within [[Rune Midgard]] lies Payon, a sprawling village nestled on the edge of a towering mountain, known for its unique architecture and strategic location amidst dense forests and rugged mountains. Ruled by [[House Voulroreth]], a powerful and war-like noble family, Payon has long been a bastion of strength and security in the region.
== History==
Founded centuries ago by settlers seeking refuge from external threats, Payon quickly grew into a thriving community under the leadership of House Voulroreth. Known for their ambitious and power-hungry nature, the ruling family expanded their influence over the surrounding lands, establishing Payon as a formidable stronghold against outside invaders.
== Architecture ==
The architecture of Payon is characterized by its use of wood sourced exclusively from the surrounding forests, reflecting the village's close connection to the natural world. Buildings are constructed using traditional methods passed down through generations, with intricate wooden carvings and ornate designs adorning every structure. The use of wood not only provides a distinctive aesthetic but also serves as a testament to Payon's self-sufficiency and resourcefulness.
== Defenses ==
Payon's strategic location within the mountain, surrounded by dense forests and rugged terrain, offers natural protection against outside threats. The village is further fortified by sturdy wooden walls and watchtowers, manned by skilled guards trained in the art of warfare. House Voulroreth's ruthless reputation ensures that any who dare to challenge Payon's defenses face swift and decisive retribution.
== Culture ==
Despite its militaristic nature, Payon boasts a rich cultural heritage, shaped by centuries of tradition and the reverence for nature inherent in its inhabitants. Festivals and ceremonies celebrating the changing seasons and the bounties of the land are a common occurrence.
== Economy==
Payon's economy revolves primarily around forestry and agriculture, with the surrounding forests providing a steady supply of timber and game, while fertile lands yield abundant crops. Trade routes established by House Voulroreth ensure a steady flow of goods in and out of the village, bolstering its prosperity and influence in the region.
26e5d2455bf101115da2847fb9aa456d97550d79
House Voulroreth
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2024-04-13T02:49:59Z
Dnavas
2
/* The Chalimstrad */
wikitext
text/x-wiki
[[File:Voulrorethflag.png|frame|left]]
== Lord and Connections ==
<b>Current Lord:</b>
<br>
Gunnlaif Voulroreth
<b>Connections:</b>
<br>
Skavold Voulroreth (son)
<br>
Freyja Voulroreth (daughter)
<b>House/Land Status:</b>
<br>
[[Payon]]: Very Stable
<br>
[[Alberta]]: Very Stable
<b>Relations:</b>
<br>
[[House Fontaine]]: Enemies
<br>
[[House Gilric]]: Minimally positive
<br>
[[House Zyquin]]: Neutral
== Gunnlaif Voulroreth ==
The head of House Voulroreth, Gunnlaif is as terrifying as his horns are large. He runs the house under an iron fist, and many suspect that is why it is so successful at what it does. While Gunnlaif has given up the mantle of leadership in the military, he is still feared by many. His daughter, Frejya, now holds the title of military general. Gunnlaif remains in Payon at the Chalimstrad, working through what moves to make next alongside his son, Skavold, their chief strategist.
== Chalimstrad Military Academy ==
An elite military academy housed within House Voulroreth territory, the Chalimstrad is the best-of-the-best when it comes to places one would train to become a fighter.
[[Chalimstrad Military Academy]] is an elite institution located within the territory of House Voulroreth, renowned for its rigorous training programs and reputation as the pinnacle of martial education. During the occupancy of Morroc by House Voulroreth, the academy served as a training ground for aspiring fighters, groomed to become loyalists of the ruling house and defenders of its territories.
==The Siege of Morroc ==
From House Voulroreth's perspective, it was a calculated move for securing the future of Rune Midgard. In a strategic maneuver to consolidate power and ensure stability, they launched a decisive campaign against House Fontaine, claiming control over the strategic city of Morroc and its surrounding lands.
In their eyes, Under House Voulroreth's rule, Morroc flourished as a beacon of prosperity and order. Though some may speak of subjugation, it was necessary to maintain law and order in turbulent times. The people of Morroc benefited from the firm governance provided by House Voulroreth, even if some viewed it as oppressive.
Yet, as whispers of rebellion began to stir, House Voulroreth remained steadfast in its commitment to maintaining control. The fate of Morroc hung in the balance, its future uncertain amidst the turmoil of political strife and ancient rivalries. Even after two centuries of occupancy, House Voulroreth's resolve remained unshaken, determined to safeguard their interests.
Though a successful rebellion eventually freed Morroc from House Voulroreth's grasp, the legacy of their rule lingered. Some speculate that House Voulroreth has never truly abandoned its ambitions to reclaim Morroc and its surrounding lands, a testament to their unwavering determination and resilience.
== RELATIONS WITH OTHER HOUSES: ==
In a word: tenuous. Due to their great military power there is the chance that, if they desired to, they could march into any territory veritably unopposed. The other houses have tried to bolster up their own militaries but they still pale in comparison. Voulroreth is neutral with House Zyquin, not bothering to meddle in the affairs of the tradesmen. They are undoubtedly enemies with House Fontaine, whose land they held under an iron boot for 200 years. They are minimally positive with House Gilric, though the nature of that relationship is subject to much public interest.
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238
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2024-04-13T03:16:27Z
Dnavas
2
/* RELATIONS WITH OTHER HOUSES: */
wikitext
text/x-wiki
[[File:Voulrorethflag.png|frame|left]]
== Lord and Connections ==
<b>Current Lord:</b>
<br>
Gunnlaif Voulroreth
<b>Connections:</b>
<br>
Skavold Voulroreth (son)
<br>
Freyja Voulroreth (daughter)
<b>House/Land Status:</b>
<br>
[[Payon]]: Very Stable
<br>
[[Alberta]]: Very Stable
<b>Relations:</b>
<br>
[[House Fontaine]]: Enemies
<br>
[[House Gilric]]: Minimally positive
<br>
[[House Zyquin]]: Neutral
== Gunnlaif Voulroreth ==
The head of House Voulroreth, Gunnlaif is as terrifying as his horns are large. He runs the house under an iron fist, and many suspect that is why it is so successful at what it does. While Gunnlaif has given up the mantle of leadership in the military, he is still feared by many. His daughter, Frejya, now holds the title of military general. Gunnlaif remains in Payon at the Chalimstrad, working through what moves to make next alongside his son, Skavold, their chief strategist.
== Chalimstrad Military Academy ==
An elite military academy housed within House Voulroreth territory, the Chalimstrad is the best-of-the-best when it comes to places one would train to become a fighter.
[[Chalimstrad Military Academy]] is an elite institution located within the territory of House Voulroreth, renowned for its rigorous training programs and reputation as the pinnacle of martial education. During the occupancy of Morroc by House Voulroreth, the academy served as a training ground for aspiring fighters, groomed to become loyalists of the ruling house and defenders of its territories.
==The Siege of Morroc ==
From House Voulroreth's perspective, it was a calculated move for securing the future of Rune Midgard. In a strategic maneuver to consolidate power and ensure stability, they launched a decisive campaign against House Fontaine, claiming control over the strategic city of Morroc and its surrounding lands.
In their eyes, Under House Voulroreth's rule, Morroc flourished as a beacon of prosperity and order. Though some may speak of subjugation, it was necessary to maintain law and order in turbulent times. The people of Morroc benefited from the firm governance provided by House Voulroreth, even if some viewed it as oppressive.
Yet, as whispers of rebellion began to stir, House Voulroreth remained steadfast in its commitment to maintaining control. The fate of Morroc hung in the balance, its future uncertain amidst the turmoil of political strife and ancient rivalries. Even after two centuries of occupancy, House Voulroreth's resolve remained unshaken, determined to safeguard their interests.
Though a successful rebellion eventually freed Morroc from House Voulroreth's grasp, the legacy of their rule lingered. Some speculate that House Voulroreth has never truly abandoned its ambitions to reclaim Morroc and its surrounding lands, a testament to their unwavering determination and resilience.
== Relations with Other Houses: ==
In a word: tenuous. Due to their great military power there is the chance that, if they desired to, they could march into any territory veritably unopposed. The other houses have tried to bolster up their own militaries but they still pale in comparison. Voulroreth is neutral with House Zyquin, not bothering to meddle in the affairs of the tradesmen. They are undoubtedly enemies with House Fontaine, whose land they held under an iron boot for 200 years. They are minimally positive with House Gilric, though the nature of that relationship is subject to much public interest.
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File:Chalimstrad.png
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chalimstrad
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Chalimstrad Military Academy
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Created page with "[[File:Chalimstrad.png|frame|left]] = Overview = Chalimstrad Military Academy is an elite institution located within the territory of [[House Voulroreth]], renowned for its rigorous training programs and reputation as the pinnacle of martial education. Founded during the occupancy of [[Morroc]] by House Voulroreth, the academy served as a training ground for aspiring fighters, groomed to become loyalists of the ruling house and defenders of its territories. == History =..."
wikitext
text/x-wiki
[[File:Chalimstrad.png|frame|left]]
= Overview =
Chalimstrad Military Academy is an elite institution located within the territory of [[House Voulroreth]], renowned for its rigorous training programs and reputation as the pinnacle of martial education. Founded during the occupancy of [[Morroc]] by House Voulroreth, the academy served as a training ground for aspiring fighters, groomed to become loyalists of the ruling house and defenders of its territories.
== History ==
During House Voulroreth's rule over Morroc, Chalimstrad Military Academy served as a means to solidify the house's control over the region and cultivate a loyal cadre of soldiers. Eligible boys from Morroc and surrounding areas were forcibly removed from their homes and enrolled in the academy, where they underwent intensive training aimed at breaking their allegiance to Morroc and instilling unwavering loyalty to House Voulroreth.
== Training Program ==
Chalimstrad Military Academy boasts a comprehensive training program designed to mold recruits into formidable warriors capable of defending House Voulroreth's territories against any threat. Physical conditioning, combat drills, and tactical simulations form the backbone of the curriculum, supplemented by instruction in military strategy, leadership, and discipline. Graduates emerge from the academy as highly skilled fighters, prepared to uphold the honor and prestige of their house on the battlefield.
== Campus and Facilities ==
The academy's campus is situated amidst rugged terrain, providing an ideal setting for rigorous physical training and combat exercises. The academy's imposing architecture reflects the martial prowess of its students and serves as a constant reminder of their commitment to duty and honor.
== Graduates and Alumni ==
Graduates of Chalimstrad Military Academy are esteemed members of House Voulroreth's armed forces, entrusted with defending its territories and furthering its interests. Alumni hold prominent positions within the house's military hierarchy, serving as commanders, strategists, and advisors to House Voulroreth's leadership. Their unwavering loyalty and martial prowess make them indispensable assets in the ongoing struggle for power and dominance in [[Rune Midgard]].
== Controversy and Criticism ==
Despite its esteemed reputation, Chalimstrad Military Academy has faced criticism for its coercive recruitment practices and the indoctrination of young recruits into loyalists of House Voulroreth. Critics argue that the academy's strict adherence to loyalty to the ruling house stifles individuality and perpetuates a culture of blind obedience. However, defenders of the academy maintain that its training programs are necessary for safeguarding the interests of House Voulroreth and maintaining stability within its territories.
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File:Alberta.png
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Alberta
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Created page with "[[File:Alberta.png|frame|left]] = Overview = Alberta is a bustling port city located on the coast of [[Rune Midgard]], serving as a vital gateway to numerous cities across the wide seas. Renowned for its bustling trading industry, Alberta is home to the prestigious [[Merchant Guild]] and stands as one of the original settlements in the kingdom. == History == Founded centuries ago as a humble trading post, Alberta quickly grew into a thriving port city, thanks to its str..."
wikitext
text/x-wiki
[[File:Alberta.png|frame|left]]
= Overview =
Alberta is a bustling port city located on the coast of [[Rune Midgard]], serving as a vital gateway to numerous cities across the wide seas. Renowned for its bustling trading industry, Alberta is home to the prestigious [[Merchant Guild]] and stands as one of the original settlements in the kingdom.
== History ==
Founded centuries ago as a humble trading post, Alberta quickly grew into a thriving port city, thanks to its strategic location and access to lucrative trade routes. The city's prosperity attracted merchants and traders from far and wide, transforming it into a bustling hub of commerce and industry.
== Geography ==
Alberta is situated at the end of [[Terrengar Forest]], which lies between Payon and Alberta. The city is surrounded by dense forest to one side and open seas to the other, with the cool ocean breeze prevailing throughout the area. Offshore, smaller islands, including Orogus Island, dot the waters near Alberta, offering additional opportunities for trade and exploration.
== Economy ==
The economy of Alberta revolves primarily around maritime trade, with the city's bustling port serving as a vital nexus for goods and commodities flowing in and out of the kingdom. The Merchant Guild, headquartered in Alberta, plays a central role in facilitating trade agreements, negotiating contracts, and overseeing the exchange of goods between merchants and traders.
== Culture and Society ==
Alberta boasts a diverse and vibrant culture, shaped by the myriad influences of its residents and visitors from across the kingdom and beyond. The city's bustling markets, colorful festivals, and lively waterfront promenades offer a glimpse into its rich tapestry of traditions and customs. Residents of Alberta are known for their hospitality and entrepreneurial spirit, embodying the kingdom's ethos of prosperity and opportunity.
== Landmarks and Attractions==
* The Merchant Guild Hall: The imposing headquarters of the Merchant Guild, where traders and merchants gather to conduct business and negotiate deals.
* Terrengar Forest: A lush expanse of woodland that surrounds Alberta to the west, offering opportunities for hiking, camping, and exploration.
* Orogus Island: A picturesque island located offshore Alberta, known for its stunning beaches, crystal-clear waters, and abundant marine life, making it a popular destination for tourists and adventurers alike.
== Transportation ==
Alberta is well-connected to other cities and settlements across the kingdom through a network of trade routes and maritime transportation. The city's bustling port serves as a hub for ships and vessels of all sizes, ferrying goods and passengers to destinations near and far.
== Value to House Voulroreth ==
As one of their territories, Alberta's strategic position between [[Payon]] and the open sea makes it an ideal location for military operations and defensive maneuvers. The city's fortified port and surrounding terrain offer natural defenses against external threats, allowing [[House Voulroreth]] to maintain a strong military presence in the region. By controlling Alberta, House Voulroreth can project power and influence across the western coast of the kingdom, deterring potential adversaries and safeguarding its interests against encroachment.
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Protected "[[Alberta]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Alberta.png|frame|left]]
= Overview =
Alberta is a bustling port city located on the coast of [[Rune Midgard]], serving as a vital gateway to numerous cities across the wide seas. Renowned for its bustling trading industry, Alberta is home to the prestigious [[Merchant Guild]] and stands as one of the original settlements in the kingdom.
== History ==
Founded centuries ago as a humble trading post, Alberta quickly grew into a thriving port city, thanks to its strategic location and access to lucrative trade routes. The city's prosperity attracted merchants and traders from far and wide, transforming it into a bustling hub of commerce and industry.
== Geography ==
Alberta is situated at the end of [[Terrengar Forest]], which lies between Payon and Alberta. The city is surrounded by dense forest to one side and open seas to the other, with the cool ocean breeze prevailing throughout the area. Offshore, smaller islands, including Orogus Island, dot the waters near Alberta, offering additional opportunities for trade and exploration.
== Economy ==
The economy of Alberta revolves primarily around maritime trade, with the city's bustling port serving as a vital nexus for goods and commodities flowing in and out of the kingdom. The Merchant Guild, headquartered in Alberta, plays a central role in facilitating trade agreements, negotiating contracts, and overseeing the exchange of goods between merchants and traders.
== Culture and Society ==
Alberta boasts a diverse and vibrant culture, shaped by the myriad influences of its residents and visitors from across the kingdom and beyond. The city's bustling markets, colorful festivals, and lively waterfront promenades offer a glimpse into its rich tapestry of traditions and customs. Residents of Alberta are known for their hospitality and entrepreneurial spirit, embodying the kingdom's ethos of prosperity and opportunity.
== Landmarks and Attractions==
* The Merchant Guild Hall: The imposing headquarters of the Merchant Guild, where traders and merchants gather to conduct business and negotiate deals.
* Terrengar Forest: A lush expanse of woodland that surrounds Alberta to the west, offering opportunities for hiking, camping, and exploration.
* Orogus Island: A picturesque island located offshore Alberta, known for its stunning beaches, crystal-clear waters, and abundant marine life, making it a popular destination for tourists and adventurers alike.
== Transportation ==
Alberta is well-connected to other cities and settlements across the kingdom through a network of trade routes and maritime transportation. The city's bustling port serves as a hub for ships and vessels of all sizes, ferrying goods and passengers to destinations near and far.
== Value to House Voulroreth ==
As one of their territories, Alberta's strategic position between [[Payon]] and the open sea makes it an ideal location for military operations and defensive maneuvers. The city's fortified port and surrounding terrain offer natural defenses against external threats, allowing [[House Voulroreth]] to maintain a strong military presence in the region. By controlling Alberta, House Voulroreth can project power and influence across the western coast of the kingdom, deterring potential adversaries and safeguarding its interests against encroachment.
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/* Landmarks and Attractions */
wikitext
text/x-wiki
[[File:Alberta.png|frame|left]]
= Overview =
Alberta is a bustling port city located on the coast of [[Rune Midgard]], serving as a vital gateway to numerous cities across the wide seas. Renowned for its bustling trading industry, Alberta is home to the prestigious [[Merchant Guild]] and stands as one of the original settlements in the kingdom.
== History ==
Founded centuries ago as a humble trading post, Alberta quickly grew into a thriving port city, thanks to its strategic location and access to lucrative trade routes. The city's prosperity attracted merchants and traders from far and wide, transforming it into a bustling hub of commerce and industry.
== Geography ==
Alberta is situated at the end of [[Terrengar Forest]], which lies between Payon and Alberta. The city is surrounded by dense forest to one side and open seas to the other, with the cool ocean breeze prevailing throughout the area. Offshore, smaller islands, including Orogus Island, dot the waters near Alberta, offering additional opportunities for trade and exploration.
== Economy ==
The economy of Alberta revolves primarily around maritime trade, with the city's bustling port serving as a vital nexus for goods and commodities flowing in and out of the kingdom. The Merchant Guild, headquartered in Alberta, plays a central role in facilitating trade agreements, negotiating contracts, and overseeing the exchange of goods between merchants and traders.
== Culture and Society ==
Alberta boasts a diverse and vibrant culture, shaped by the myriad influences of its residents and visitors from across the kingdom and beyond. The city's bustling markets, colorful festivals, and lively waterfront promenades offer a glimpse into its rich tapestry of traditions and customs. Residents of Alberta are known for their hospitality and entrepreneurial spirit, embodying the kingdom's ethos of prosperity and opportunity.
== Landmarks and Attractions==
* The Merchant Guild Hall: The imposing headquarters of the Merchant Guild, where traders and merchants gather to conduct business and negotiate deals.
* Terrengar Forest: A lush expanse of woodland that surrounds Alberta.
* Orogus Island: A picturesque island located offshore Alberta, known for its stunning beaches, crystal-clear waters, and abundant marine life, making it a popular destination for tourists and adventurers alike.
== Transportation ==
Alberta is well-connected to other cities and settlements across the kingdom through a network of trade routes and maritime transportation. The city's bustling port serves as a hub for ships and vessels of all sizes, ferrying goods and passengers to destinations near and far.
== Value to House Voulroreth ==
As one of their territories, Alberta's strategic position between [[Payon]] and the open sea makes it an ideal location for military operations and defensive maneuvers. The city's fortified port and surrounding terrain offer natural defenses against external threats, allowing [[House Voulroreth]] to maintain a strong military presence in the region. By controlling Alberta, House Voulroreth can project power and influence across the western coast of the kingdom, deterring potential adversaries and safeguarding its interests against encroachment.
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Ferros Mountain
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Created page with "[[File:Ferros.png|frame|left]] The Ferros Mountain Range, home to [[Mount Mjolnir]], stands formidable in [[Rune Midgard]]. Its towering peaks and rugged terrain stretch across the landscape like the spine of a sleeping giant. Named for the ancient dwarven word meaning "iron," these mountains are renowned for their rich mineral deposits and formidable beauty. == Parmalie Mines == Nestled within the heart of the Ferros Mountain Range lies the [[Parmalie Mines]], a spraw..."
wikitext
text/x-wiki
[[File:Ferros.png|frame|left]]
The Ferros Mountain Range, home to [[Mount Mjolnir]], stands formidable in [[Rune Midgard]]. Its towering peaks and rugged terrain stretch across the landscape like the spine of a sleeping giant. Named for the ancient dwarven word meaning "iron," these mountains are renowned for their rich mineral deposits and formidable beauty.
== Parmalie Mines ==
Nestled within the heart of the Ferros Mountain Range lies the [[Parmalie Mines]], a sprawling network of tunnels and caverns where a company of dwarves has established a lucrative operation. These mines are famed for their abundance of [[Elunium]], a rare and precious ore coveted for its unique properties in forging weapons and armor. The dwarven miners work tirelessly to extract the precious metal from the depths of the earth, braving the dangers of cave-ins, rockslides, and the occasional encounter with hostile creatures.
== Elunium Mining ==
Elunium is a prized resource found in abundance within the depths of the Parmalie Mines. Known for its exceptional strength and durability, Elunium is highly sought after by blacksmiths and craftsmen throughout the kingdom for its ability to fortify weapons and armor, imbuing them with unparalleled resilience and power. The dwarven miners of Parmalie Mines are skilled in the art of extracting and refining Elunium, ensuring that only the finest quality ore makes its way to market.
== Cultural Significance ==
The Ferros Mountain Range holds deep cultural significance for the dwarven inhabitants of the kingdom, who view the mountains as sacred and imbued with the spirit of their ancestors. The Parmalie Mines, in particular, are revered as a symbol of dwarven craftsmanship and industry, serving as a testament to their resilience and ingenuity in the face of adversity. The dwarves take great pride in their work, knowing that the Elunium they mine will be used to forge weapons and armor.
== Environmental Impact ==
While the mining operations in the Parmalie Mines have brought prosperity to the dwarven community, they have also had a significant impact on the surrounding environment. Some of the mountainside has been scarred by the excavation process, and the delicate balance of the ecosystem has been disrupted by the influx of miners and machinery. Efforts are underway to mitigate these effects and ensure that the natural beauty of the Ferros Mountain Range is preserved for future generations to enjoy.
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Protected "[[Ferros Mountain]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Ferros.png|frame|left]]
The Ferros Mountain Range, home to [[Mount Mjolnir]], stands formidable in [[Rune Midgard]]. Its towering peaks and rugged terrain stretch across the landscape like the spine of a sleeping giant. Named for the ancient dwarven word meaning "iron," these mountains are renowned for their rich mineral deposits and formidable beauty.
== Parmalie Mines ==
Nestled within the heart of the Ferros Mountain Range lies the [[Parmalie Mines]], a sprawling network of tunnels and caverns where a company of dwarves has established a lucrative operation. These mines are famed for their abundance of [[Elunium]], a rare and precious ore coveted for its unique properties in forging weapons and armor. The dwarven miners work tirelessly to extract the precious metal from the depths of the earth, braving the dangers of cave-ins, rockslides, and the occasional encounter with hostile creatures.
== Elunium Mining ==
Elunium is a prized resource found in abundance within the depths of the Parmalie Mines. Known for its exceptional strength and durability, Elunium is highly sought after by blacksmiths and craftsmen throughout the kingdom for its ability to fortify weapons and armor, imbuing them with unparalleled resilience and power. The dwarven miners of Parmalie Mines are skilled in the art of extracting and refining Elunium, ensuring that only the finest quality ore makes its way to market.
== Cultural Significance ==
The Ferros Mountain Range holds deep cultural significance for the dwarven inhabitants of the kingdom, who view the mountains as sacred and imbued with the spirit of their ancestors. The Parmalie Mines, in particular, are revered as a symbol of dwarven craftsmanship and industry, serving as a testament to their resilience and ingenuity in the face of adversity. The dwarves take great pride in their work, knowing that the Elunium they mine will be used to forge weapons and armor.
== Environmental Impact ==
While the mining operations in the Parmalie Mines have brought prosperity to the dwarven community, they have also had a significant impact on the surrounding environment. Some of the mountainside has been scarred by the excavation process, and the delicate balance of the ecosystem has been disrupted by the influx of miners and machinery. Efforts are underway to mitigate these effects and ensure that the natural beauty of the Ferros Mountain Range is preserved for future generations to enjoy.
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File:Parmalie.png
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Parmalie Mines
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Created page with "[[File:Parmalie.png|frame|left]] The Parmalie Mines, nestled within the rugged [[Ferros Mountain|Ferros Mountain Range]], are a renowned network of subterranean tunnels and caverns located in the heart of the [[Rune Midgard]]. These mines, known for their abundance of [[Elunium]] ore, have long been a vital source of wealth and industry for the kingdom, attracting miners and craftsmen from far and wide. == Location and Access == Situated deep within the Ferros Mountain..."
wikitext
text/x-wiki
[[File:Parmalie.png|frame|left]]
The Parmalie Mines, nestled within the rugged [[Ferros Mountain|Ferros Mountain Range]], are a renowned network of subterranean tunnels and caverns located in the heart of the [[Rune Midgard]]. These mines, known for their abundance of [[Elunium]] ore, have long been a vital source of wealth and industry for the kingdom, attracting miners and craftsmen from far and wide.
== Location and Access ==
Situated deep within the Ferros Mountain Range, the Parmalie Mines are accessible via a winding mountain pass that leads to the entrance of the mine complex. The surrounding landscape is characterized by towering peaks, dense forests, and rushing rivers, providing a picturesque backdrop for the mining operations.
== Mining Operations ==
The Parmalie Mines are operated by a skilled company of dwarven miners, who have honed their craft over generations. These miners extract Elunium ore from the depths of the earth using traditional methods, such as pickaxes and dynamite, carefully navigating the treacherous tunnels and caverns that riddle the mountainside.
== Elunium Ore ==
Elunium ore, prized for its exceptional strength and durability, is the primary resource extracted from the Parmalie Mines. This rare and precious metal is highly sought after for its unique properties in forging weapons and armor, making it a valuable commodity in the kingdom's economy. The dwarven miners of Parmalie take great pride in their ability to extract and refine Elunium, ensuring that only the finest quality ore reaches the market.
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Protected "[[Parmalie Mines]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Parmalie.png|frame|left]]
The Parmalie Mines, nestled within the rugged [[Ferros Mountain|Ferros Mountain Range]], are a renowned network of subterranean tunnels and caverns located in the heart of the [[Rune Midgard]]. These mines, known for their abundance of [[Elunium]] ore, have long been a vital source of wealth and industry for the kingdom, attracting miners and craftsmen from far and wide.
== Location and Access ==
Situated deep within the Ferros Mountain Range, the Parmalie Mines are accessible via a winding mountain pass that leads to the entrance of the mine complex. The surrounding landscape is characterized by towering peaks, dense forests, and rushing rivers, providing a picturesque backdrop for the mining operations.
== Mining Operations ==
The Parmalie Mines are operated by a skilled company of dwarven miners, who have honed their craft over generations. These miners extract Elunium ore from the depths of the earth using traditional methods, such as pickaxes and dynamite, carefully navigating the treacherous tunnels and caverns that riddle the mountainside.
== Elunium Ore ==
Elunium ore, prized for its exceptional strength and durability, is the primary resource extracted from the Parmalie Mines. This rare and precious metal is highly sought after for its unique properties in forging weapons and armor, making it a valuable commodity in the kingdom's economy. The dwarven miners of Parmalie take great pride in their ability to extract and refine Elunium, ensuring that only the finest quality ore reaches the market.
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File:Elunium.png
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Created page with "[[File:Elunium.png|frame|left]] Elunium is a highly sought-after ore prized for its exceptional qualities in crafting and upgrading weapons and armor. This mineral possesses a distinctive appearance that distinguishes it from other ores, making it a coveted resource among artisans and blacksmiths. == Appearance == Elunium's surface boasts a sleek, slightly obsidian-like sheen, characterized by a deep, lustrous black hue. Intricate patterns of silver flecks adorn the ore..."
wikitext
text/x-wiki
[[File:Elunium.png|frame|left]]
Elunium is a highly sought-after ore prized for its exceptional qualities in crafting and upgrading weapons and armor. This mineral possesses a distinctive appearance that distinguishes it from other ores, making it a coveted resource among artisans and blacksmiths.
== Appearance ==
Elunium's surface boasts a sleek, slightly obsidian-like sheen, characterized by a deep, lustrous black hue. Intricate patterns of silver flecks adorn the ore, shimmering like stars against the night sky. Upon closer inspection, its surface reveals a mesmerizing array of iridescent hues, with shades of violet, indigo, and azure dancing across its surface.
== Texture and Sound ==
When held, Elunium feels cool to the touch, with a smooth surface that yields slightly under pressure. Despite its apparent fragility, the ore is surprisingly dense and resilient, hinting at the formidable strength it imparts to weapons and armor. Striking Elunium with a hammer or chisel produces a faint, melodious chiming sound, reminiscent of distant bells tolling in the darkness.
== Intriguing Qualities ==
In the light of day, Elunium takes on a captivating quality, with its surface coming alive in a dazzling display of colors. Its iridescent hues create an ethereal spectacle that enchants the eye and stimulates the imagination. As the sun sets, Elunium seems to emit an inner radiance, casting a warm, comforting light that banishes darkness and instills a sense of hope and wonder in all who behold it.
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Protected "[[Elunium]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite)) [cascading]
wikitext
text/x-wiki
[[File:Elunium.png|frame|left]]
Elunium is a highly sought-after ore prized for its exceptional qualities in crafting and upgrading weapons and armor. This mineral possesses a distinctive appearance that distinguishes it from other ores, making it a coveted resource among artisans and blacksmiths.
== Appearance ==
Elunium's surface boasts a sleek, slightly obsidian-like sheen, characterized by a deep, lustrous black hue. Intricate patterns of silver flecks adorn the ore, shimmering like stars against the night sky. Upon closer inspection, its surface reveals a mesmerizing array of iridescent hues, with shades of violet, indigo, and azure dancing across its surface.
== Texture and Sound ==
When held, Elunium feels cool to the touch, with a smooth surface that yields slightly under pressure. Despite its apparent fragility, the ore is surprisingly dense and resilient, hinting at the formidable strength it imparts to weapons and armor. Striking Elunium with a hammer or chisel produces a faint, melodious chiming sound, reminiscent of distant bells tolling in the darkness.
== Intriguing Qualities ==
In the light of day, Elunium takes on a captivating quality, with its surface coming alive in a dazzling display of colors. Its iridescent hues create an ethereal spectacle that enchants the eye and stimulates the imagination. As the sun sets, Elunium seems to emit an inner radiance, casting a warm, comforting light that banishes darkness and instills a sense of hope and wonder in all who behold it.
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[[File:Elunium.png|frame|left]]
Found across [[Rune Midgard]], but primarily in the [[Ferros Mountain|Ferros Mountain Range]],Elunium is a highly sought-after ore prized for its exceptional qualities in crafting and upgrading weapons and armor. This mineral possesses a distinctive appearance that distinguishes it from other ores, making it a coveted resource among artisans and blacksmiths.
== Appearance ==
Elunium's surface boasts a sleek, slightly obsidian-like sheen, characterized by a deep, lustrous black hue. Intricate patterns of silver flecks adorn the ore, shimmering like stars against the night sky. Upon closer inspection, its surface reveals a mesmerizing array of iridescent hues, with shades of violet, indigo, and azure dancing across its surface.
== Texture and Sound ==
When held, Elunium feels cool to the touch, with a smooth surface that yields slightly under pressure. Despite its apparent fragility, the ore is surprisingly dense and resilient, hinting at the formidable strength it imparts to weapons and armor. Striking Elunium with a hammer or chisel produces a faint, melodious chiming sound, reminiscent of distant bells tolling in the darkness.
== Intriguing Qualities ==
In the light of day, Elunium takes on a captivating quality, with its surface coming alive in a dazzling display of colors. Its iridescent hues create an ethereal spectacle that enchants the eye and stimulates the imagination. As the sun sets, Elunium seems to emit an inner radiance, casting a warm, comforting light that banishes darkness and instills a sense of hope and wonder in all who behold it.
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<center>
[[File:Logo2.png|500px|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses|high houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—[[Auriel House|Auriel]], [[Rathos House|Rathos]], [[Gauthwin House|Gauthwin]], or [[Olivier House|Olivier]]—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, which of the [[High Houses|high houses]] they're a subject of, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy.
<br>
<center>
'''Quick Links'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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257
256
2024-04-13T17:40:41Z
Dnavas
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/* Creating a Character */
wikitext
text/x-wiki
<center>
[[File:Logo2.png|500px|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses|high houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—[[Auriel House|Auriel]], [[Rathos House|Rathos]], [[Gauthwin House|Gauthwin]], or [[Olivier House|Olivier]]—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, which of the [[High Houses|high houses]] they're a subject of, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy. Possible locations your character could be from include:
* Al de Baran
* Alberta
* Geffen
* Izlude
* Morroc
* Payon
* Prontera
<br>
<center>
'''Quick Links'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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257
2024-04-13T17:41:06Z
Dnavas
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/* Creating a Character */
wikitext
text/x-wiki
<center>
[[File:Logo2.png|500px|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses|high houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—[[Auriel House|Auriel]], [[Rathos House|Rathos]], [[Gauthwin House|Gauthwin]], or [[Olivier House|Olivier]]—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, which of the [[High Houses|high houses]] they're a subject of, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy. Possible locations your character could be from include:
** Al de Baran
* Alberta
* Geffen
* Izlude
* Morroc
* Payon
* Prontera
<br>
<center>
'''Quick Links'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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258
2024-04-13T17:41:41Z
Dnavas
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/* Creating a Character */
wikitext
text/x-wiki
<center>
[[File:Logo2.png|500px|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses|high houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—[[Auriel House|Auriel]], [[Rathos House|Rathos]], [[Gauthwin House|Gauthwin]], or [[Olivier House|Olivier]]—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, which of the [[High Houses|high houses]] they're a subject of, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy. Possible locations your character could be from include:
** [[Al de Baran]]
** [[Alberta]]
** [[Geffen]]
** [[Izlude]]
** [[Morroc]]
** [[Payon]]
** [[Prontera]]
<br>
<center>
'''Quick Links'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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2024-04-13T18:03:14Z
Dnavas
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wikitext
text/x-wiki
<center>
[[File:Logo54.png|frameless|center]]
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses|high houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—[[Auriel House|Auriel]], [[Rathos House|Rathos]], [[Gauthwin House|Gauthwin]], or [[Olivier House|Olivier]]—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, which of the [[High Houses|high houses]] they're a subject of, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy. Possible locations your character could be from include:
** [[Al de Baran]]
** [[Alberta]]
** [[Geffen]]
** [[Izlude]]
** [[Morroc]]
** [[Payon]]
** [[Prontera]]
<br>
<center>
'''Quick Links'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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2024-04-13T18:03:58Z
Dnavas
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wikitext
text/x-wiki
<center>
[[File:Logo54.png|frameless|center]]
= Welcome to Estercia =
<br>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses|high houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—[[Auriel House|Auriel]], [[Rathos House|Rathos]], [[Gauthwin House|Gauthwin]], or [[Olivier House|Olivier]]—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, which of the [[High Houses|high houses]] they're a subject of, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy. Possible locations your character could be from include:
** [[Al de Baran]]
** [[Alberta]]
** [[Geffen]]
** [[Izlude]]
** [[Morroc]]
** [[Payon]]
** [[Prontera]]
<br>
<center>
'''Quick Links'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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2024-04-13T18:04:22Z
Dnavas
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wikitext
text/x-wiki
<center>
[[File:Logo54.png|frameless|center]]
= Welcome to Estecia =
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses|high houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—[[Auriel House|Auriel]], [[Rathos House|Rathos]], [[Gauthwin House|Gauthwin]], or [[Olivier House|Olivier]]—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, which of the [[High Houses|high houses]] they're a subject of, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy. Possible locations your character could be from include:
** [[Al de Baran]]
** [[Alberta]]
** [[Geffen]]
** [[Izlude]]
** [[Morroc]]
** [[Payon]]
** [[Prontera]]
<br>
<center>
'''Quick Links'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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2024-04-13T19:01:04Z
Dnavas
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wikitext
text/x-wiki
<center>
[[File:Logo54.png|frame|center]]
= Welcome to Estecia =
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses|high houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—[[Auriel House|Auriel]], [[Rathos House|Rathos]], [[Gauthwin House|Gauthwin]], or [[Olivier House|Olivier]]—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, which of the [[High Houses|high houses]] they're a subject of, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy. Possible locations your character could be from include:
** [[Al de Baran]]
** [[Alberta]]
** [[Geffen]]
** [[Izlude]]
** [[Morroc]]
** [[Payon]]
** [[Prontera]]
<br>
<center>
'''Quick Links'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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2024-04-13T19:01:20Z
Dnavas
2
wikitext
text/x-wiki
<center>
[[File:Logo54.png|frameless|center]]
= Welcome to Estecia =
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses|high houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—[[Auriel House|Auriel]], [[Rathos House|Rathos]], [[Gauthwin House|Gauthwin]], or [[Olivier House|Olivier]]—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, which of the [[High Houses|high houses]] they're a subject of, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy. Possible locations your character could be from include:
** [[Al de Baran]]
** [[Alberta]]
** [[Geffen]]
** [[Izlude]]
** [[Morroc]]
** [[Payon]]
** [[Prontera]]
<br>
<center>
'''Quick Links'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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Dnavas
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wikitext
text/x-wiki
[[File:Logo54.png|frameless|center]]
= Welcome to Estecia =
<center>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses|high houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—[[Auriel House|Auriel]], [[Rathos House|Rathos]], [[Gauthwin House|Gauthwin]], or [[Olivier House|Olivier]]—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, which of the [[High Houses|high houses]] they're a subject of, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy. Possible locations your character could be from include:
** [[Al de Baran]]
** [[Alberta]]
** [[Geffen]]
** [[Izlude]]
** [[Morroc]]
** [[Payon]]
** [[Prontera]]
<br>
<center>
'''Quick Links'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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File:Logo54.png
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2024-04-13T18:03:00Z
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logo54
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File:Merchantguild.png
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2024-04-13T18:10:14Z
Dnavas
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wikitext
text/x-wiki
merchant guild
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Merchant Guild
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265
2024-04-13T18:11:51Z
Dnavas
2
Created page with "[[File:Merchantguild.png|frame|left]] The [[Alberta]] Merchant Guild Headquarters stands as a beacon of commerce and prosperity within the bustling port city of Alberta. Situated near the waterfront, the guild's grand edifice commands attention with its imposing architecture and bustling activity. == Exterior == The exterior of the guild headquarters is an impressive sight to behold, with its towering facade rising majestically above the surrounding buildings. Construct..."
wikitext
text/x-wiki
[[File:Merchantguild.png|frame|left]]
The [[Alberta]] Merchant Guild Headquarters stands as a beacon of commerce and prosperity within the bustling port city of Alberta. Situated near the waterfront, the guild's grand edifice commands attention with its imposing architecture and bustling activity.
== Exterior ==
The exterior of the guild headquarters is an impressive sight to behold, with its towering facade rising majestically above the surrounding buildings. Constructed from sturdy stone and timber, the structure exudes an air of solidity and permanence, reflecting the guild's wealth and influence.
At the entrance, a pair of ornate wooden doors, adorned with intricate carvings of maritime scenes and exotic trade goods, beckon visitors inside. Above the entrance, the guild's emblem—a stylized ship sailing on turbulent waves—is prominently displayed, symbolizing the guild's dominance in maritime trade.
== Interior ==
Upon entering the guild headquarters, visitors are greeted by a spacious foyer adorned with polished marble floors and elegant tapestries depicting scenes of bustling markets and exotic lands. A bustling hive of activity, the foyer serves as a meeting place for merchants and traders from far and wide, exchanging goods and negotiating deals.
Beyond the foyer lies the heart of the headquarters: the main trading floor. Here, rows of wooden tables and booths are filled with merchants showcasing their wares, from exotic spices and textiles to rare artifacts and magical curiosities. The air is filled with the sound of haggling and bargaining as traders vie for the best deals and seek to outdo their rivals.
== Administration Wing ==
Adjacent to the main trading floor is the administration wing, where guild officials and bureaucrats oversee the day-to-day operations of the guild. Lavishly appointed offices and meeting rooms line the corridors, bustling with activity as clerks and scribes manage accounts, contracts, and logistics.
At the heart of the administration wing lies the guildmaster's chambers, a grand chamber adorned with fine furnishings and priceless works of art. Here, the guildmaster presides over meetings of the guild council, making decisions that shape the course of trade and commerce throughout the region.
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266
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2024-04-13T18:12:05Z
Dnavas
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Protected "[[Merchant Guild]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Merchantguild.png|frame|left]]
The [[Alberta]] Merchant Guild Headquarters stands as a beacon of commerce and prosperity within the bustling port city of Alberta. Situated near the waterfront, the guild's grand edifice commands attention with its imposing architecture and bustling activity.
== Exterior ==
The exterior of the guild headquarters is an impressive sight to behold, with its towering facade rising majestically above the surrounding buildings. Constructed from sturdy stone and timber, the structure exudes an air of solidity and permanence, reflecting the guild's wealth and influence.
At the entrance, a pair of ornate wooden doors, adorned with intricate carvings of maritime scenes and exotic trade goods, beckon visitors inside. Above the entrance, the guild's emblem—a stylized ship sailing on turbulent waves—is prominently displayed, symbolizing the guild's dominance in maritime trade.
== Interior ==
Upon entering the guild headquarters, visitors are greeted by a spacious foyer adorned with polished marble floors and elegant tapestries depicting scenes of bustling markets and exotic lands. A bustling hive of activity, the foyer serves as a meeting place for merchants and traders from far and wide, exchanging goods and negotiating deals.
Beyond the foyer lies the heart of the headquarters: the main trading floor. Here, rows of wooden tables and booths are filled with merchants showcasing their wares, from exotic spices and textiles to rare artifacts and magical curiosities. The air is filled with the sound of haggling and bargaining as traders vie for the best deals and seek to outdo their rivals.
== Administration Wing ==
Adjacent to the main trading floor is the administration wing, where guild officials and bureaucrats oversee the day-to-day operations of the guild. Lavishly appointed offices and meeting rooms line the corridors, bustling with activity as clerks and scribes manage accounts, contracts, and logistics.
At the heart of the administration wing lies the guildmaster's chambers, a grand chamber adorned with fine furnishings and priceless works of art. Here, the guildmaster presides over meetings of the guild council, making decisions that shape the course of trade and commerce throughout the region.
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File:Terrengar.png
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2024-04-13T18:33:55Z
Dnavas
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terrengar
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Terrengar Forest
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2024-04-13T18:38:16Z
Dnavas
2
Created page with "[[File:Terrengar.png|frame|left]] The Terrengar Forest is a vast expanse of woodland situated between the cities of [[Payon]] and [[Alberta]] in [[Rune Midgard]]. Renowned for its lush beauty and verdant landscapes, the forest is shrouded in mystery and intrigue, with tales of fae activity captivating the imaginations of travelers and adventurers alike. == Geography and Landscape == The Terrengar Forest spans a vast area, its dense canopy stretching as far as the eye ca..."
wikitext
text/x-wiki
[[File:Terrengar.png|frame|left]]
The Terrengar Forest is a vast expanse of woodland situated between the cities of [[Payon]] and [[Alberta]] in [[Rune Midgard]]. Renowned for its lush beauty and verdant landscapes, the forest is shrouded in mystery and intrigue, with tales of fae activity captivating the imaginations of travelers and adventurers alike.
== Geography and Landscape ==
The Terrengar Forest spans a vast area, its dense canopy stretching as far as the eye can see. Towering trees, their branches entwined in a canopy overhead, cast dappled shadows upon the forest floor, creating an atmosphere of enchantment and wonder. Clear streams meander through the woodland, their crystalline waters teeming with life, while meadows dotted with wildflowers provide a colorful contrast to the verdant greenery.
== Fae Activity ==
The Terrengar Forest is said to be a hotspot for fae activity, with legends and folklore abound about the presence of these mystical beings within its depths. According to local lore, sprites, nymphs, and other fae creatures are said to frolic amidst the trees, their ethereal laughter echoing through the forest glades. Travelers speak of encountering will-o'-the-wisps dancing in the moonlight, leading wanderers astray with their elusive glow.
== Magical Phenomena ==
The forest is also rumored to be a place where the veil between the mortal realm and the realm of magic is thin, giving rise to various magical phenomena. Mysterious lights flicker amongst the trees, beckoning travelers deeper into the forest, while strange whispers are said to emanate from the shadows, speaking of ancient secrets and forgotten mysteries. Some claim to have witnessed the manifestation of powerful nature magic, with the very essence of the forest coming alive in a symphony of color and light.
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Protected "[[Terrengar Forest]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Terrengar.png|frame|left]]
The Terrengar Forest is a vast expanse of woodland situated between the cities of [[Payon]] and [[Alberta]] in [[Rune Midgard]]. Renowned for its lush beauty and verdant landscapes, the forest is shrouded in mystery and intrigue, with tales of fae activity captivating the imaginations of travelers and adventurers alike.
== Geography and Landscape ==
The Terrengar Forest spans a vast area, its dense canopy stretching as far as the eye can see. Towering trees, their branches entwined in a canopy overhead, cast dappled shadows upon the forest floor, creating an atmosphere of enchantment and wonder. Clear streams meander through the woodland, their crystalline waters teeming with life, while meadows dotted with wildflowers provide a colorful contrast to the verdant greenery.
== Fae Activity ==
The Terrengar Forest is said to be a hotspot for fae activity, with legends and folklore abound about the presence of these mystical beings within its depths. According to local lore, sprites, nymphs, and other fae creatures are said to frolic amidst the trees, their ethereal laughter echoing through the forest glades. Travelers speak of encountering will-o'-the-wisps dancing in the moonlight, leading wanderers astray with their elusive glow.
== Magical Phenomena ==
The forest is also rumored to be a place where the veil between the mortal realm and the realm of magic is thin, giving rise to various magical phenomena. Mysterious lights flicker amongst the trees, beckoning travelers deeper into the forest, while strange whispers are said to emanate from the shadows, speaking of ancient secrets and forgotten mysteries. Some claim to have witnessed the manifestation of powerful nature magic, with the very essence of the forest coming alive in a symphony of color and light.
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Payon
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2024-04-13T18:39:07Z
Dnavas
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wikitext
text/x-wiki
[[File:Payonaerial.png|frame|left]]
Within [[Rune Midgard]] lies Payon, a sprawling city nestled on the edge of a towering mountain, known for its unique architecture and strategic location amidst dense forests and rugged mountains. Ruled by [[House Voulroreth]], a powerful and war-like noble family, Payon has long been a bastion of strength and security in the region.
== History==
Founded centuries ago by settlers seeking refuge from external threats, Payon quickly grew into a thriving community under the leadership of House Voulroreth. Known for their ambitious and power-hungry nature, the ruling family expanded their influence over the surrounding lands, establishing Payon as a formidable stronghold against outside invaders.
== Architecture ==
The architecture of Payon is characterized by its use of wood sourced exclusively from the surrounding forests, reflecting the village's close connection to the natural world. Buildings are constructed using traditional methods passed down through generations, with intricate wooden carvings and ornate designs adorning every structure. The use of wood not only provides a distinctive aesthetic but also serves as a testament to Payon's self-sufficiency and resourcefulness.
== Defenses ==
Payon's strategic location within the mountain, surrounded by dense forests and rugged terrain, offers natural protection against outside threats. The village is further fortified by sturdy wooden walls and watchtowers, manned by skilled guards trained in the art of warfare. House Voulroreth's ruthless reputation ensures that any who dare to challenge Payon's defenses face swift and decisive retribution.
== Culture ==
Despite its militaristic nature, Payon boasts a rich cultural heritage, shaped by centuries of tradition and the reverence for nature inherent in its inhabitants. Festivals and ceremonies celebrating the changing seasons and the bounties of the land are a common occurrence.
== Economy==
Payon's economy revolves primarily around forestry and agriculture, with the surrounding forests providing a steady supply of timber and game, while fertile lands yield abundant crops. Trade routes established by House Voulroreth ensure a steady flow of goods in and out of the village, bolstering its prosperity and influence in the region.
7f4844e748a7b5a6c6b26946f016fb8560b4c114
Wulfram and Wayne
0
37
271
162
2024-04-13T18:44:00Z
Dnavas
2
/* Academia */
wikitext
text/x-wiki
[[File:Wwaerial.png|frame|left]]
== Founding and Legacy ==
For over several hundred years, the prestigious magical academy of Wulfram and Wayne has stood as a beacon of learning and enlightenment in the realm of sorcery. Founded by the illustrious wizards [[Atticus Wulfram]] and [[Mathias Wayne]], the school has nurtured the talents of countless generations of aspiring mages, shaping them into masters of the arcane arts from the moment they disembark from [[The Skyward Serpent]].
== House System ==
Central to the school's ethos is its division into four distinct houses, each named after legendary creatures of myth and magic. Students are sorted into these houses upon their arrival at the academy, where they form lifelong bonds with their fellow housemates and engage in friendly competition and camaraderie.
* [[Auriel House]]: Represented by the graceful and ethereal fairy, Auriel House embodies the virtues of creativity, intuition, and enchantment.
* [[Rathos House]]: Symbolized by the cunning and industrious spider, Rathos House values cunning, resourcefulness, and determination.
* [[Gauthwin House]]: Adorned with the majestic and noble griffin, Gauthwin House prioritizes courage, loyalty, and strength.
* [[Olivier House]]: Represented by the wise and observant owl, Olivier House esteems wisdom, knowledge, and intellect above all else.
== Academic Excellence ==
From its humble beginnings as a small enclave of magical scholars to its present-day status as the foremost institutions of magical learning, Wulfram and Wayne has remained dedicated to its mission of fostering the next generation of magic users. Students embark on a journey of discovery and self-discovery, honing their magical talents and forging lifelong friendships that transcend the boundaries of time and space.
== Enduring Tradition ==
As the legacy of Atticus Wulfram and Matthias Wayne continues to inspire future generations of magic users, the halls of Wulfram and Wayne echo with the whispers of ancient spells and the promise of limitless potential. The school remains a cornerstone of magical education, its name synonymous with excellence and innovation in the realm of sorcery.
== Academia ==
At Wulfram and Wayne, academic rigor is the cornerstone of magical education. Students are challenged to delve into the depths of magical theory, hone their spellcasting skills, and push the boundaries of their magical knowledge. Each one of Wulfram and Wayne's [[classes]] is designed to provide a comprehensive understanding of magical principles, from the intricacies of spellcasting to the ethical considerations of wielding arcane power.
Under the guidance of esteemed faculty members, students engage in rigorous coursework, hands-on experiments, and collaborative projects that foster critical thinking, creativity, and intellectual curiosity. From mastering complex incantations to unraveling the mysteries of ancient runes, students are encouraged to push themselves beyond their limits and strive for academic excellence.
The curriculum at Wulfram and Wayne is carefully crafted to provide a balance of theoretical study and practical application, ensuring that students develop both a deep understanding of magical theory and the practical skills necessary to wield magic responsibly. With small class sizes and personalized attention from faculty mentors, students are empowered to explore their interests, pursue their passions, and unlock their full potential as skilled practitioners of the arcane arts.
As they progress through their studies, students face increasingly challenging coursework, culminating in advanced seminars, independent research projects, and practical exams that put their magical abilities to the test. Through dedication, perseverance, and a commitment to academic excellence, students at Wulfram and Wayne emerge as confident, capable, and knowledgeable spellcasters, ready to embark on their magical journey and make their mark on the world.
== Connection to [[Abaddon]] ==
Legend has it that the origins of Wulfram and Wayne, the prestigious magical academy, are intertwined with the mysterious depths of Abaddon, the bottomless pit that lies in the outskirts of [[Geffen]]'s lands. According to ancient texts and oral traditions passed down through generations, the founders of Wulfram and Wayne, Atticus Wulfram and Matthias Wayne, were renowned adventurers and scholars who embarked on a perilous journey into the depths of Abaddon in search of lost knowledge and arcane secrets.
It is said that Wulfram and Wayne discovered ancient relics and artifacts within the depths of Abaddon, relics imbued with immense magical power and hidden knowledge. These artifacts, rumored to have been created by the ancient sea deity [[Grethis]], held the key to unlocking new realms of magical understanding and enlightenment.
Upon their return from the depths of Abaddon, Wulfram and Wayne established their magical academy, drawing upon the wisdom and insights gleaned from their expedition. They sought to create a place where aspiring magic users could study the arcane arts, delve into the mysteries of magic, and unlock the secrets of the universe.
Over the centuries, the connection between Wulfram and Wayne and Abaddon has persisted, with the academy serving as a beacon of magical knowledge and enlightenment for students from across [[Rune Midgard]]. Scholars speculate that the artifacts retrieved from Abaddon still reside within the depths of the academy, hidden away in secret chambers and arcane vaults, waiting to be discovered by those brave enough to seek them out.
Despite the dangers posed by Abaddon and the mysteries that lie within its depths, the link between Wulfram and Wayne and the bottomless pit remains a source of fascination and intrigue for generations of students and scholars, inspiring tales of adventure, discovery, and the limitless potential of magic.
90f3fce774c06c6848584dcede588e7a0e1eb67a
Elunium
0
96
272
253
2024-04-13T18:52:32Z
Dnavas
2
wikitext
text/x-wiki
[[File:Elunium.png|frame|left]]
Found across [[Rune Midgard]], but primarily in the [[Ferros Mountain|Ferros Mountain Range]],Elunium is a highly sought-after ore prized for its exceptional qualities in crafting and upgrading weapons and armor. This mineral possesses a distinctive appearance that distinguishes it from other ores, making it a coveted resource among artisans and blacksmiths.
== Appearance ==
Elunium's surface boasts a sleek, slightly obsidian-like sheen, characterized by a deep, lustrous black hue. Intricate patterns of silver flecks adorn the ore, shimmering like stars against the night sky. Upon closer inspection, its surface reveals a mesmerizing array of iridescent hues, with shades of violet, indigo, and azure dancing across its surface.
== Texture and Sound ==
When held, Elunium feels cool to the touch, with a smooth surface that yields slightly under pressure. Despite its apparent fragility, the ore is surprisingly dense and resilient, hinting at the formidable strength it imparts to weapons and armor. Striking Elunium with a hammer or chisel produces a faint, melodious chiming sound, reminiscent of distant bells tolling in the darkness.
== Intriguing Qualities ==
In the light of day, Elunium takes on a captivating quality, with its surface coming alive in a dazzling display of colors. Its iridescent hues create an ethereal spectacle that enchants the eye and stimulates the imagination. As the sun sets, Elunium seems to emit an inner radiance, casting a warm, comforting light that banishes darkness and instills a sense of hope and wonder in all who behold it.
= How to Use Elunium: Players Reference =
{| class="wikitable"
|+ Armor / Weapon Upgrades
|-
! Required Elunium !! AC/ATK Bonus
|-
| 5 Elunium || +1AC / +1 ATK
|-
| 10 Elunium || +2AC / +2 ATK
|-
| 15 Elunium || +3AC / +3 ATK
|-
| 20 Elunium || +4AC / +4 ATK
|-
| 25 Elunium || +5AC / +5 ATK
|-
|}
4d8f4f349e693b3de93e0b060975479344820169
273
272
2024-04-13T18:56:03Z
Dnavas
2
/* How to Use Elunium: Players Reference */
wikitext
text/x-wiki
[[File:Elunium.png|frame|left]]
Found across [[Rune Midgard]], but primarily in the [[Ferros Mountain|Ferros Mountain Range]],Elunium is a highly sought-after ore prized for its exceptional qualities in crafting and upgrading weapons and armor. This mineral possesses a distinctive appearance that distinguishes it from other ores, making it a coveted resource among artisans and blacksmiths.
== Appearance ==
Elunium's surface boasts a sleek, slightly obsidian-like sheen, characterized by a deep, lustrous black hue. Intricate patterns of silver flecks adorn the ore, shimmering like stars against the night sky. Upon closer inspection, its surface reveals a mesmerizing array of iridescent hues, with shades of violet, indigo, and azure dancing across its surface.
== Texture and Sound ==
When held, Elunium feels cool to the touch, with a smooth surface that yields slightly under pressure. Despite its apparent fragility, the ore is surprisingly dense and resilient, hinting at the formidable strength it imparts to weapons and armor. Striking Elunium with a hammer or chisel produces a faint, melodious chiming sound, reminiscent of distant bells tolling in the darkness.
== Intriguing Qualities ==
In the light of day, Elunium takes on a captivating quality, with its surface coming alive in a dazzling display of colors. Its iridescent hues create an ethereal spectacle that enchants the eye and stimulates the imagination. As the sun sets, Elunium seems to emit an inner radiance, casting a warm, comforting light that banishes darkness and instills a sense of hope and wonder in all who behold it.
= How to Use Elunium: Players Reference =
By refining Elunium and embueing your weapons and armor with it, you receive a bonus to your armor class or attack. The requirements increase in tandum with the bonuses. For example, while only 5 Elunium is require to receive a +1AC or ATK bonus, you will need 10 additional Elunium to move to the next tier. At that tier, the bonus becomes +2. They do not compound with previous bonuses. For example, spending 5 Elunium for a +1 bonus, then an additional 10, will not grant you +3. It will only move you up to the +2 tier.
{| class="wikitable"
|+ Armor / Weapon Upgrades
|-
! Required Elunium !! AC/ATK Bonus
|-
| 5 Elunium || +1AC / +1 ATK
|-
| 10 Elunium || +2AC / +2 ATK
|-
| 15 Elunium || +3AC / +3 ATK
|-
| 20 Elunium || +4AC / +4 ATK
|-
| 25 Elunium || +5AC / +5 ATK
|-
|}
5f7bf17326000639f049021409c39744505e5972
274
273
2024-04-13T18:56:29Z
Dnavas
2
/* How to Use Elunium: Players Reference */
wikitext
text/x-wiki
[[File:Elunium.png|frame|left]]
Found across [[Rune Midgard]], but primarily in the [[Ferros Mountain|Ferros Mountain Range]],Elunium is a highly sought-after ore prized for its exceptional qualities in crafting and upgrading weapons and armor. This mineral possesses a distinctive appearance that distinguishes it from other ores, making it a coveted resource among artisans and blacksmiths.
== Appearance ==
Elunium's surface boasts a sleek, slightly obsidian-like sheen, characterized by a deep, lustrous black hue. Intricate patterns of silver flecks adorn the ore, shimmering like stars against the night sky. Upon closer inspection, its surface reveals a mesmerizing array of iridescent hues, with shades of violet, indigo, and azure dancing across its surface.
== Texture and Sound ==
When held, Elunium feels cool to the touch, with a smooth surface that yields slightly under pressure. Despite its apparent fragility, the ore is surprisingly dense and resilient, hinting at the formidable strength it imparts to weapons and armor. Striking Elunium with a hammer or chisel produces a faint, melodious chiming sound, reminiscent of distant bells tolling in the darkness.
== Intriguing Qualities ==
In the light of day, Elunium takes on a captivating quality, with its surface coming alive in a dazzling display of colors. Its iridescent hues create an ethereal spectacle that enchants the eye and stimulates the imagination. As the sun sets, Elunium seems to emit an inner radiance, casting a warm, comforting light that banishes darkness and instills a sense of hope and wonder in all who behold it.
= How to Use Elunium: Players Reference =
By refining Elunium and embueing your weapons and armor with it, you receive a bonus to your armor class or attack. The requirements increase in tandum with the bonuses. For example, while only 5 Elunium is required to receive a +1AC or ATK bonus, you will need 10 additional Elunium to move to the next tier. At that tier, the bonus becomes +2. They do not compound with previous bonuses. For example, spending 5 Elunium for a +1 bonus, then an additional 10, will not grant you +3. It will only move you up to the +2 tier.
{| class="wikitable"
|+ Armor / Weapon Upgrades
|-
! Required Elunium !! AC/ATK Bonus
|-
| 5 Elunium || +1AC / +1 ATK
|-
| 10 Elunium || +2AC / +2 ATK
|-
| 15 Elunium || +3AC / +3 ATK
|-
| 20 Elunium || +4AC / +4 ATK
|-
| 25 Elunium || +5AC / +5 ATK
|-
|}
085bbbd2e59b6b399974e7cd6d55635e6d4fe1b0
Morroc
0
70
277
213
2024-04-14T03:10:38Z
Dnavas
2
/* Infrastructure and Architecture */
wikitext
text/x-wiki
[[File:Morrocaerial.png|frame|left]]
<center>
'''IMPORTANT NOTE:''' Morroc has only recently (several months) been free of [[House Voulroreth]].
</center>
In the south of [[Rune Midgard]], in the vibrant city of Morroc, the Tabaxi are the most prominent race (making up 82% of the population). Their feline grace and keen intellect shape the very essence of city life. Among the bustling streets and towering spires, Tabaxi merchants hawk their wares, scholars pore over ancient tomes in arcane libraries, and adventurers regale each other with tales of daring exploits. Yet, amidst the dominant presence of the Tabaxi, other races also find their place within Morroc's diverse tapestry. Elves, humans, dwarves, and other beings mingle with their feline counterparts, each contributing their unique talents and perspectives to the rich cultural fabric of the city.
= The Rise and Fall of Morroc =
== Prosperity under House Fontaine ==
Nestled in the heart of the desert, Morroc was once a thriving city-state renowned for its bustling markets, grand architecture, and rich cultural heritage. Under the rule of [[House Fontaine]], the city flourished, its streets teeming with merchants, artisans, and travelers from distant lands. The Fontaines were revered for their benevolence and fair governance, fostering an atmosphere of prosperity and stability that attracted people from all walks of life to Morroc's gates.
== The Siege of Morroc by House Voulroreth ==
However, the city's golden age came to an abrupt end with the treacherous ambitions of [[House Voulroreth]]. Seeking to expand their influence and wealth, the Voulroreths orchestrated a brutal siege of Morroc, laying waste to its defenses and plunging the once-proud city into chaos. With their superior military might and ruthless tactics, the Voulroreths seized control of Morroc, imposing their oppressive rule upon its inhabitants and subjecting them to years of tyranny and hardship.
== The Rebellion and Reclamation by House Fontaine ==
Yet, the spirit of Morroc's people could not be quashed so easily. Fueled by a deep-seated desire for freedom and justice, they rose up in rebellion against their Voulroreth overlords, rallying behind the banner of House Fontaine in a bid to reclaim their city. Through acts of bravery and sacrifice, they fought tooth and nail to liberate Morroc from the grip of tyranny, facing formidable odds and unimaginable hardships along the way.
In a climactic showdown, House Fontaine led the charge to reclaim Morroc, their forces clashing with those of House Voulroreth in a fierce battle for the city's soul. Against all odds, the rebels emerged victorious, driving the Voulroreths from Morroc's gates and reclaiming their rightful place as its rulers. With the city liberated once more, Morroc's people celebrated their hard-won victory, vowing never to forget the sacrifices made in the name of freedom and justice. Today, Morroc stands as a symbol of resilience and defiance, a testament to the indomitable spirit of its people and the enduring legacy of House Fontaine.
== Rebuilding Morroc ==
In the wake of the rebellion and the expulsion of House Voulroreth, Morroc embarked on a journey of reconstruction and renewal, determined to rebuild the city from the ashes of its tumultuous past. Led by House Fontaine and supported by the resilient spirit of its people, Morroc's efforts to rebuild are characterized by unity, determination, and hope for a brighter future.
== Infrastructure and Architecture ==
One of the first priorities in Morroc's rebuilding efforts was the restoration of its infrastructure and architectural landmarks. Efforts were made to repair the damage inflicted during the siege and subsequent battles, with skilled artisans and craftsmen working tirelessly to rebuild the city's iconic structures and monuments. Streets were repaired, buildings were reinforced, and public spaces were revitalized, breathing new life into Morroc's urban landscape.
== Economic Recovery ==
With the city's infrastructure restored, attention turned to revitalizing Morroc's economy and trade networks. Trade caravans once again began to traverse the desert sands, bringing goods and commerce to Morroc's markets and bazaars. The reopening of trade routes and the resurgence of commercial activity breathed new life into the city's economy, providing opportunities for merchants, entrepreneurs, and artisans to thrive once more.
== Security and Defense ==
Despite the city's newfound freedom, the threat of external aggression and internal unrest loomed large in the mind of Morroc's leader, [[Nicolo Fontaine]]. Measures were taken to strengthen the city's defenses and bolster its security forces, ensuring that Morroc would be better prepared to defend itself against any future threats. Additionally, efforts were made to foster trust and cooperation between Morroc's ruling council and its citizens, forging a strong bond of mutual support and solidarity in the face of adversity.
== Soot Epidemic ==
Morroc now finds itself ensnared in the clutches of addiction and despair. [[Soot]], a potent and addictive substance of mysterious origin, has infiltrated every corner of the city, leaving a trail of devastation in its wake. From the opulent halls of the noble estates to the squalid tenements of the slums, its influence knows no bounds, ensnaring the unwary in its malevolent embrace.
51725f29e825166607e0935b11877843803129bc
278
277
2024-04-14T03:11:13Z
Dnavas
2
/* Security and Defense */
wikitext
text/x-wiki
[[File:Morrocaerial.png|frame|left]]
<center>
'''IMPORTANT NOTE:''' Morroc has only recently (several months) been free of [[House Voulroreth]].
</center>
In the south of [[Rune Midgard]], in the vibrant city of Morroc, the Tabaxi are the most prominent race (making up 82% of the population). Their feline grace and keen intellect shape the very essence of city life. Among the bustling streets and towering spires, Tabaxi merchants hawk their wares, scholars pore over ancient tomes in arcane libraries, and adventurers regale each other with tales of daring exploits. Yet, amidst the dominant presence of the Tabaxi, other races also find their place within Morroc's diverse tapestry. Elves, humans, dwarves, and other beings mingle with their feline counterparts, each contributing their unique talents and perspectives to the rich cultural fabric of the city.
= The Rise and Fall of Morroc =
== Prosperity under House Fontaine ==
Nestled in the heart of the desert, Morroc was once a thriving city-state renowned for its bustling markets, grand architecture, and rich cultural heritage. Under the rule of [[House Fontaine]], the city flourished, its streets teeming with merchants, artisans, and travelers from distant lands. The Fontaines were revered for their benevolence and fair governance, fostering an atmosphere of prosperity and stability that attracted people from all walks of life to Morroc's gates.
== The Siege of Morroc by House Voulroreth ==
However, the city's golden age came to an abrupt end with the treacherous ambitions of [[House Voulroreth]]. Seeking to expand their influence and wealth, the Voulroreths orchestrated a brutal siege of Morroc, laying waste to its defenses and plunging the once-proud city into chaos. With their superior military might and ruthless tactics, the Voulroreths seized control of Morroc, imposing their oppressive rule upon its inhabitants and subjecting them to years of tyranny and hardship.
== The Rebellion and Reclamation by House Fontaine ==
Yet, the spirit of Morroc's people could not be quashed so easily. Fueled by a deep-seated desire for freedom and justice, they rose up in rebellion against their Voulroreth overlords, rallying behind the banner of House Fontaine in a bid to reclaim their city. Through acts of bravery and sacrifice, they fought tooth and nail to liberate Morroc from the grip of tyranny, facing formidable odds and unimaginable hardships along the way.
In a climactic showdown, House Fontaine led the charge to reclaim Morroc, their forces clashing with those of House Voulroreth in a fierce battle for the city's soul. Against all odds, the rebels emerged victorious, driving the Voulroreths from Morroc's gates and reclaiming their rightful place as its rulers. With the city liberated once more, Morroc's people celebrated their hard-won victory, vowing never to forget the sacrifices made in the name of freedom and justice. Today, Morroc stands as a symbol of resilience and defiance, a testament to the indomitable spirit of its people and the enduring legacy of House Fontaine.
== Rebuilding Morroc ==
In the wake of the rebellion and the expulsion of House Voulroreth, Morroc embarked on a journey of reconstruction and renewal, determined to rebuild the city from the ashes of its tumultuous past. Led by House Fontaine and supported by the resilient spirit of its people, Morroc's efforts to rebuild are characterized by unity, determination, and hope for a brighter future.
== Infrastructure and Architecture ==
One of the first priorities in Morroc's rebuilding efforts was the restoration of its infrastructure and architectural landmarks. Efforts were made to repair the damage inflicted during the siege and subsequent battles, with skilled artisans and craftsmen working tirelessly to rebuild the city's iconic structures and monuments. Streets were repaired, buildings were reinforced, and public spaces were revitalized, breathing new life into Morroc's urban landscape.
== Economic Recovery ==
With the city's infrastructure restored, attention turned to revitalizing Morroc's economy and trade networks. Trade caravans once again began to traverse the desert sands, bringing goods and commerce to Morroc's markets and bazaars. The reopening of trade routes and the resurgence of commercial activity breathed new life into the city's economy, providing opportunities for merchants, entrepreneurs, and artisans to thrive once more.
== Security and Defense ==
Despite the city's newfound freedom, the threat of external aggression and internal unrest loomed large in the mind of Morroc's leader, [[Nicolo Fontaine]]. Measures were taken to strengthen the city's defenses and bolster its security forces, ensuring that Morroc would be better prepared to defend itself against any future threats.
== Soot Epidemic ==
Morroc now finds itself ensnared in the clutches of addiction and despair. [[Soot]], a potent and addictive substance of mysterious origin, has infiltrated every corner of the city, leaving a trail of devastation in its wake. From the opulent halls of the noble estates to the squalid tenements of the slums, its influence knows no bounds, ensnaring the unwary in its malevolent embrace.
80a0e8d10133cef0dc377d1652d20e31d12e6b72
Al de Baran
0
79
279
222
2024-04-14T03:16:10Z
Dnavas
2
/* Alchemist Guild */
wikitext
text/x-wiki
[[File:Aldebaran.png|frame|left]]
Within [[Rune Midgard]] lies Al de Baran, a picturesque city nestled in a basin between desolate plains to the north and the rugged [[Mount Mjolnir]] to the south. Known as the city of canals, it offers a welcome respite for travelers, boasting a unique blend of urban landscaping, technological innovation, and natural beauty.
== Location and Geography ==
The city is situated in a basin between desolate, rocky plains to the north and the unforgiving Mount Mjolnir to the south. Its strategic location has made it a vital hub for trade and commerce, attracting travelers from far and wide.
== Cityscape and Architecture ==
The majority of Al de Baran is constructed around its intricate network of waterways, which are utilized for power, drinking water, and urban landscaping. The city's skyline is dotted with beautiful windmills, turning lazily in the mountain breeze. The [[Windsor Clock Tower]] stands as a prominent landmark, symbolizing the city's commitment to technological advancement and innovation.
== Tourism and Attractions ==
Al de Baran is renowned as a tourist destination, drawing visitors with its scenic beauty, crisp clean air, and formal landscaping. Tourists can explore the city's charming canals, stroll through its meticulously maintained gardens, and marvel at its impressive architecture. The Alchemist Guild, located within the city, offers opportunities for visitors to learn about the fascinating science of alchemy and its applications.
== Alchemist Guild ==
The [[Alchemist Guild]] is a prominent institution within Al de Baran, attracting individuals from all over the world who seek to further their knowledge of alchemy. Here, researchers and practitioners study the mysterious science of alchemy, conducting experiments and developing new potions, elixirs, and magical compounds.
== Economy and Trade ==
Al de Baran's economy is driven by trade, commerce, and technological innovation. The city serves as a hub for the exchange of goods and services, with merchants and traders flocking to its bustling markets and trading posts. The Alchemist Guild also plays a significant role in the city's economy, producing and selling a wide range of alchemical products and magical artifacts.
== Culture and Society ==
The people of Al de Baran are known for their hospitality, ingenuity, and dedication to the pursuit of knowledge. The city's vibrant culture is reflected in its festivals, celebrations, and artistic traditions. Despite its bustling atmosphere, Al De Baran maintains a sense of tranquility and harmony, making it a beloved home for its residents and a cherished destination for travelers.
a8ea9d3d032d3437fd2b251327c2c93d8bd5317e
Mount Mjolnir
0
82
280
245
2024-04-14T03:19:36Z
Dnavas
2
wikitext
text/x-wiki
[[File:Mjolnirplant.png|frame|left]]
Mt. Mjolnir, a colossal mountain rising proudly amidst the [[Ferros Mountain|Ferros Mountain Range]] between [[Prontera]] and [[Al de Baran]], is a breathtaking testament to the raw power and beauty of nature. With its two towering peaks and sprawling landscape teeming with life, it has long captured the imagination of adventurers, scholars, and explorers alike.
== Geography and Terrain ==
Stretching majestically towards the heavens, Mt. Mjolnir dominates the surrounding landscape with its imposing presence. Its rugged terrain is characterized by steep cliffs, rocky outcrops, and dense forests that cling tenaciously to its slopes. The mountain's two peaks, known as Thunder Peak and Storm Peak, rise like ancient sentinels, their jagged silhouettes piercing the sky.
== Flora and Fauna ==
The slopes of Mt. Mjolnir are home to a diverse array of flora and fauna, many of which are of Jotunn proportions, reflecting the mountain's immense scale and untamed wilderness. Towering trees, lush ferns, and vibrant wildflowers blanket the landscape, providing a haven for countless species of animals, birds, and insects. Giant eagles soar overhead, while elusive mountain goats navigate the treacherous cliffs with ease.
== Legends and Lore ==
Throughout the ages, Mt. Mjolnir has been steeped in legend and folklore, with tales of ancient gods, heroic deeds, and hidden treasures whispered among the local inhabitants. According to local lore, the mountain is said to be home to powerful spirits and mystical beings, who watch over its sacred peaks and valleys with vigilance.
== Adventurers and Explorers ==
For adventurers and explorers brave enough to venture into its depths, Mt. Mjolnir offers a wealth of challenges and opportunities for discovery. Bridges and pathways have been constructed to aid travelers in traversing its rugged terrain, though many areas remain uncharted and untamed, awaiting the intrepid souls who dare to explore its mysteries.
== Cultural Significance ==
Mt. Mjolnir holds deep cultural significance for the people who dwell in its shadow, serving as a source of inspiration, reverence, and awe. It is a symbol of resilience, strength, and the enduring spirit of the natural world, reminding all who behold it of the majesty and wonder of the mountains.
== Infrastructure and Accessibility ==
To facilitate access to its remote reaches, bridges and pathways have been constructed to aid adventurers in traversing the mountainous terrain. These feats of engineering enable travelers to explore Mt. Mjolnir's hidden valleys, ancient forests, and towering peaks, providing a gateway to adventure and discovery in the heart of the Ferros Mountain range as people travel between [[Prontera]] and [[Al de Baran]].
60e4884d8bc695989930ec8e543c044e3c3ae70a
File:Alchemistguild.png
6
103
281
2024-04-14T03:30:07Z
Dnavas
2
wikitext
text/x-wiki
alchemist guild
f63ec6bf132b89404ec8bd144e11945d51ae65fc
File:Homunculi.png
6
104
282
2024-04-14T03:38:06Z
Dnavas
2
wikitext
text/x-wiki
homunculi
3329f201acd974840fad3931573f9ec2a7dea81d
Alchemist Guild
0
105
283
2024-04-14T03:38:25Z
Dnavas
2
Created page with "[[File:Alchemistguild.png|frame|left]] The Alchemist Guild in [[Al De Baran]] stands as a testament to the ingenuity and scholarly pursuits of its members. Located within the bustling city of Al De Baran, the guild's headquarters is an imposing structure that commands attention with its unique architectural design and bustling activity. == Exterior == The exterior of the Alchemist Guild is a striking sight to behold, with its façade adorned with alchemical symbols and..."
wikitext
text/x-wiki
[[File:Alchemistguild.png|frame|left]]
The Alchemist Guild in [[Al De Baran]] stands as a testament to the ingenuity and scholarly pursuits of its members. Located within the bustling city of Al De Baran, the guild's headquarters is an imposing structure that commands attention with its unique architectural design and bustling activity.
== Exterior ==
The exterior of the Alchemist Guild is a striking sight to behold, with its façade adorned with alchemical symbols and motifs that hint at the guild's mystical practices. Constructed from sturdy stone and metal, the building exudes an air of permanence and stability, reflecting the guild's dedication to the pursuit of knowledge and experimentation.
At the entrance, a pair of ornate metal doors, embossed with intricate alchemical designs, welcome visitors into the guild's hallowed halls. Above the entrance, the guild's emblem—a stylized alembic surrounded by swirling elemental symbols—is prominently displayed, symbolizing the guild's mastery over the forces of nature and the elements.
== Interior ==
Upon entering the guild headquarters, visitors are greeted by a spacious foyer adorned with polished marble floors and alchemical apparatuses. The air is filled with the faint scent of herbs and potions, mingling with the sound of bubbling cauldrons and murmured incantations.
Beyond the foyer lies the heart of the guild: the main laboratory. Here, rows of workbenches and equipment are arranged in orderly fashion, each station bustling with activity as alchemists and scholars conduct experiments and research. Shelves lined with jars of exotic reagents and vials of colorful potions line the walls, creating a kaleidoscope of colors and scents that tantalize the senses.
== Alchemy Wing ==
Adjacent to the main laboratory is the alchemy wing, where guild members hone their craft and share their discoveries with one another. Lavishly appointed classrooms and lecture halls provide space for instruction and learning, with alchemical diagrams and formulae adorning the walls.
At the heart of the alchemy wing lies the grand alchemy chamber, a vast chamber filled with arcane machinery and apparatuses. Here, guild members gather to perform complex rituals and experiments.
== Rumors ==
[[File:Homunculi.png|frame|right]]
Whispers abound of a clandestine laboratory hidden away from prying eyes, where forbidden experiments into the creation of homunculi are said to take place. Though officially denied by guild officials, rumors persist among the more daring members of the alchemical community, hinting at the existence of a shadowy chamber where the boundaries of ethics and morality are pushed to their limits.
=== Speculated Location===
The exact location of the rumored hidden laboratory remains shrouded in mystery, with conflicting accounts and hearsay muddying the waters of truth. Some claim it lies deep within the bowels of the guild headquarters, accessible only to those with the proper knowledge and clearance. Others whisper of secret passages and hidden compartments concealed within the walls, leading to a hidden chamber where forbidden knowledge is pursued in secrecy.
=== Forbidden Experiments ===
Within the rumored hidden laboratory, it is said that alchemists engage in unsanctioned experiments aimed at creating homunculi—artificial beings crafted through alchemical means. These homunculi, imbued with a semblance of life through arcane rituals and forbidden techniques, are rumored to possess extraordinary abilities and powers beyond those of ordinary mortals.
=== Guild Denials and Secrecy ===
Despite the persistent rumors, guild officials vehemently deny the existence of any such hidden laboratory within the Alchemist Guild. They cite the principles of ethical conduct and scientific integrity as foundational tenets of alchemical practice, emphasizing the guild's commitment to responsible research and experimentation.
However, skeptics remain unconvinced, pointing to the veil of secrecy and silence that shrouds certain areas of the guild headquarters. The truth of the matter remains elusive, leaving many to wonder whether the rumors of the hidden laboratory are nothing more than fanciful tales spun from the imaginations of the curious—or if there truly exists a dark underbelly to the noble pursuit of alchemy within the hallowed halls of the Alchemist Guild.
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text/x-wiki
[[File:Alchemistguild.png|frame|left]]
The Alchemist Guild in [[Al de Baran]] stands as a testament to the ingenuity and scholarly pursuits of its members. Located within the bustling city of Al De Baran, the guild's headquarters is an imposing structure that commands attention with its unique architectural design and bustling activity.
== Exterior ==
The exterior of the Alchemist Guild is a striking sight to behold, with its façade adorned with alchemical symbols and motifs that hint at the guild's mystical practices. Constructed from sturdy stone and metal, the building exudes an air of permanence and stability, reflecting the guild's dedication to the pursuit of knowledge and experimentation.
At the entrance, a pair of ornate metal doors, embossed with intricate alchemical designs, welcome visitors into the guild's hallowed halls. Above the entrance, the guild's emblem—a stylized alembic surrounded by swirling elemental symbols—is prominently displayed, symbolizing the guild's mastery over the forces of nature and the elements.
== Interior ==
Upon entering the guild headquarters, visitors are greeted by a spacious foyer adorned with polished marble floors and alchemical apparatuses. The air is filled with the faint scent of herbs and potions, mingling with the sound of bubbling cauldrons and murmured incantations.
Beyond the foyer lies the heart of the guild: the main laboratory. Here, rows of workbenches and equipment are arranged in orderly fashion, each station bustling with activity as alchemists and scholars conduct experiments and research. Shelves lined with jars of exotic reagents and vials of colorful potions line the walls, creating a kaleidoscope of colors and scents that tantalize the senses.
== Alchemy Wing ==
Adjacent to the main laboratory is the alchemy wing, where guild members hone their craft and share their discoveries with one another. Lavishly appointed classrooms and lecture halls provide space for instruction and learning, with alchemical diagrams and formulae adorning the walls.
At the heart of the alchemy wing lies the grand alchemy chamber, a vast chamber filled with arcane machinery and apparatuses. Here, guild members gather to perform complex rituals and experiments.
== Rumors ==
[[File:Homunculi.png|frame|right]]
Whispers abound of a clandestine laboratory hidden away from prying eyes, where forbidden experiments into the creation of homunculi are said to take place. Though officially denied by guild officials, rumors persist among the more daring members of the alchemical community, hinting at the existence of a shadowy chamber where the boundaries of ethics and morality are pushed to their limits.
=== Speculated Location===
The exact location of the rumored hidden laboratory remains shrouded in mystery, with conflicting accounts and hearsay muddying the waters of truth. Some claim it lies deep within the bowels of the guild headquarters, accessible only to those with the proper knowledge and clearance. Others whisper of secret passages and hidden compartments concealed within the walls, leading to a hidden chamber where forbidden knowledge is pursued in secrecy.
=== Forbidden Experiments ===
Within the rumored hidden laboratory, it is said that alchemists engage in unsanctioned experiments aimed at creating homunculi—artificial beings crafted through alchemical means. These homunculi, imbued with a semblance of life through arcane rituals and forbidden techniques, are rumored to possess extraordinary abilities and powers beyond those of ordinary mortals.
=== Guild Denials and Secrecy ===
Despite the persistent rumors, guild officials vehemently deny the existence of any such hidden laboratory within the Alchemist Guild. They cite the principles of ethical conduct and scientific integrity as foundational tenets of alchemical practice, emphasizing the guild's commitment to responsible research and experimentation.
However, skeptics remain unconvinced, pointing to the veil of secrecy and silence that shrouds certain areas of the guild headquarters. The truth of the matter remains elusive, leaving many to wonder whether the rumors of the hidden laboratory are nothing more than fanciful tales spun from the imaginations of the curious—or if there truly exists a dark underbelly to the noble pursuit of alchemy within the hallowed halls of the Alchemist Guild.
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[[File:Alchemistguild.png|frame|left]]
#REDIRECT [[Target page name]]
The Alchemist Guild in [[Al de Baran]] stands as a testament to the ingenuity and scholarly pursuits of its members. Located within the bustling city of Al De Baran, the guild's headquarters is an imposing structure that commands attention with its unique architectural design and bustling activity.
== Exterior ==
The exterior of the Alchemist Guild is a striking sight to behold, with its façade adorned with alchemical symbols and motifs that hint at the guild's mystical practices. Constructed from sturdy stone and metal, the building exudes an air of permanence and stability, reflecting the guild's dedication to the pursuit of knowledge and experimentation.
At the entrance, a pair of ornate metal doors, embossed with intricate alchemical designs, welcome visitors into the guild's hallowed halls. Above the entrance, the guild's emblem—a stylized alembic surrounded by swirling elemental symbols—is prominently displayed, symbolizing the guild's mastery over the forces of nature and the elements.
== Interior ==
Upon entering the guild headquarters, visitors are greeted by a spacious foyer adorned with polished marble floors and alchemical apparatuses. The air is filled with the faint scent of herbs and potions, mingling with the sound of bubbling cauldrons and murmured incantations.
Beyond the foyer lies the heart of the guild: the main laboratory. Here, rows of workbenches and equipment are arranged in orderly fashion, each station bustling with activity as alchemists and scholars conduct experiments and research. Shelves lined with jars of exotic reagents and vials of colorful potions line the walls, creating a kaleidoscope of colors and scents that tantalize the senses.
== Alchemy Wing ==
Adjacent to the main laboratory is the alchemy wing, where guild members hone their craft and share their discoveries with one another. Lavishly appointed classrooms and lecture halls provide space for instruction and learning, with alchemical diagrams and formulae adorning the walls.
At the heart of the alchemy wing lies the grand alchemy chamber, a vast chamber filled with arcane machinery and apparatuses. Here, guild members gather to perform complex rituals and experiments.
== Rumors ==
[[File:Homunculi.png|frame|right]]
Whispers abound of a clandestine laboratory hidden away from prying eyes, where forbidden experiments into the creation of homunculi are said to take place. Though officially denied by guild officials, rumors persist among the more daring members of the alchemical community, hinting at the existence of a shadowy chamber where the boundaries of ethics and morality are pushed to their limits.
=== Speculated Location===
The exact location of the rumored hidden laboratory remains shrouded in mystery, with conflicting accounts and hearsay muddying the waters of truth. Some claim it lies deep within the bowels of the guild headquarters, accessible only to those with the proper knowledge and clearance. Others whisper of secret passages and hidden compartments concealed within the walls, leading to a hidden chamber where forbidden knowledge is pursued in secrecy.
=== Forbidden Experiments ===
Within the rumored hidden laboratory, it is said that alchemists engage in unsanctioned experiments aimed at creating homunculi—artificial beings crafted through alchemical means. These homunculi, imbued with a semblance of life through arcane rituals and forbidden techniques, are rumored to possess extraordinary abilities and powers beyond those of ordinary mortals.
=== Guild Denials and Secrecy ===
Despite the persistent rumors, guild officials vehemently deny the existence of any such hidden laboratory within the Alchemist Guild. They cite the principles of ethical conduct and scientific integrity as foundational tenets of alchemical practice, emphasizing the guild's commitment to responsible research and experimentation.
However, skeptics remain unconvinced, pointing to the veil of secrecy and silence that shrouds certain areas of the guild headquarters. The truth of the matter remains elusive, leaving many to wonder whether the rumors of the hidden laboratory are nothing more than fanciful tales spun from the imaginations of the curious—or if there truly exists a dark underbelly to the noble pursuit of alchemy within the hallowed halls of the Alchemist Guild.
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[[File:Alchemistguild.png|frame|left]]
The Alchemist Guild in [[Al de Baran]] stands as a testament to the ingenuity and scholarly pursuits of its members. Located within the bustling city of Al De Baran, the guild's headquarters is an imposing structure that commands attention with its unique architectural design and bustling activity.
== Exterior ==
The exterior of the Alchemist Guild is a striking sight to behold, with its façade adorned with alchemical symbols and motifs that hint at the guild's mystical practices. Constructed from sturdy stone and metal, the building exudes an air of permanence and stability, reflecting the guild's dedication to the pursuit of knowledge and experimentation.
At the entrance, a pair of ornate metal doors, embossed with intricate alchemical designs, welcome visitors into the guild's hallowed halls. Above the entrance, the guild's emblem—a stylized alembic surrounded by swirling elemental symbols—is prominently displayed, symbolizing the guild's mastery over the forces of nature and the elements.
== Interior ==
Upon entering the guild headquarters, visitors are greeted by a spacious foyer adorned with polished marble floors and alchemical apparatuses. The air is filled with the faint scent of herbs and potions, mingling with the sound of bubbling cauldrons and murmured incantations.
Beyond the foyer lies the heart of the guild: the main laboratory. Here, rows of workbenches and equipment are arranged in orderly fashion, each station bustling with activity as alchemists and scholars conduct experiments and research. Shelves lined with jars of exotic reagents and vials of colorful potions line the walls, creating a kaleidoscope of colors and scents that tantalize the senses.
== Alchemy Wing ==
Adjacent to the main laboratory is the alchemy wing, where guild members hone their craft and share their discoveries with one another. Lavishly appointed classrooms and lecture halls provide space for instruction and learning, with alchemical diagrams and formulae adorning the walls.
At the heart of the alchemy wing lies the grand alchemy chamber, a vast chamber filled with arcane machinery and apparatuses. Here, guild members gather to perform complex rituals and experiments.
== Rumors ==
[[File:Homunculi.png|frame|right]]
Whispers abound of a clandestine laboratory hidden away from prying eyes, where forbidden experiments into the creation of homunculi are said to take place. Though officially denied by guild officials, rumors persist among the more daring members of the alchemical community, hinting at the existence of a shadowy chamber where the boundaries of ethics and morality are pushed to their limits.
=== Speculated Location===
The exact location of the rumored hidden laboratory remains shrouded in mystery, with conflicting accounts and hearsay muddying the waters of truth. Some claim it lies deep within the bowels of the guild headquarters, accessible only to those with the proper knowledge and clearance. Others whisper of secret passages and hidden compartments concealed within the walls, leading to a hidden chamber where forbidden knowledge is pursued in secrecy.
=== Forbidden Experiments ===
Within the rumored hidden laboratory, it is said that alchemists engage in unsanctioned experiments aimed at creating homunculi—artificial beings crafted through alchemical means. These homunculi, imbued with a semblance of life through arcane rituals and forbidden techniques, are rumored to possess extraordinary abilities and powers beyond those of ordinary mortals.
=== Guild Denials and Secrecy ===
Despite the persistent rumors, guild officials vehemently deny the existence of any such hidden laboratory within the Alchemist Guild. They cite the principles of ethical conduct and scientific integrity as foundational tenets of alchemical practice, emphasizing the guild's commitment to responsible research and experimentation.
However, skeptics remain unconvinced, pointing to the veil of secrecy and silence that shrouds certain areas of the guild headquarters. The truth of the matter remains elusive, leaving many to wonder whether the rumors of the hidden laboratory are nothing more than fanciful tales spun from the imaginations of the curious—or if there truly exists a dark underbelly to the noble pursuit of alchemy within the hallowed halls of the Alchemist Guild.
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/* Forbidden Experiments */
wikitext
text/x-wiki
[[File:Alchemistguild.png|frame|left]]
The Alchemist Guild in [[Al de Baran]] stands as a testament to the ingenuity and scholarly pursuits of its members. Located within the bustling city of Al De Baran, the guild's headquarters is an imposing structure that commands attention with its unique architectural design and bustling activity.
== Exterior ==
The exterior of the Alchemist Guild is a striking sight to behold, with its façade adorned with alchemical symbols and motifs that hint at the guild's mystical practices. Constructed from sturdy stone and metal, the building exudes an air of permanence and stability, reflecting the guild's dedication to the pursuit of knowledge and experimentation.
At the entrance, a pair of ornate metal doors, embossed with intricate alchemical designs, welcome visitors into the guild's hallowed halls. Above the entrance, the guild's emblem—a stylized alembic surrounded by swirling elemental symbols—is prominently displayed, symbolizing the guild's mastery over the forces of nature and the elements.
== Interior ==
Upon entering the guild headquarters, visitors are greeted by a spacious foyer adorned with polished marble floors and alchemical apparatuses. The air is filled with the faint scent of herbs and potions, mingling with the sound of bubbling cauldrons and murmured incantations.
Beyond the foyer lies the heart of the guild: the main laboratory. Here, rows of workbenches and equipment are arranged in orderly fashion, each station bustling with activity as alchemists and scholars conduct experiments and research. Shelves lined with jars of exotic reagents and vials of colorful potions line the walls, creating a kaleidoscope of colors and scents that tantalize the senses.
== Alchemy Wing ==
Adjacent to the main laboratory is the alchemy wing, where guild members hone their craft and share their discoveries with one another. Lavishly appointed classrooms and lecture halls provide space for instruction and learning, with alchemical diagrams and formulae adorning the walls.
At the heart of the alchemy wing lies the grand alchemy chamber, a vast chamber filled with arcane machinery and apparatuses. Here, guild members gather to perform complex rituals and experiments.
== Rumors ==
[[File:Homunculi.png|frame|right]]
Whispers abound of a clandestine laboratory hidden away from prying eyes, where forbidden experiments into the creation of homunculi are said to take place. Though officially denied by guild officials, rumors persist among the more daring members of the alchemical community, hinting at the existence of a shadowy chamber where the boundaries of ethics and morality are pushed to their limits.
=== Speculated Location===
The exact location of the rumored hidden laboratory remains shrouded in mystery, with conflicting accounts and hearsay muddying the waters of truth. Some claim it lies deep within the bowels of the guild headquarters, accessible only to those with the proper knowledge and clearance. Others whisper of secret passages and hidden compartments concealed within the walls, leading to a hidden chamber where forbidden knowledge is pursued in secrecy.
=== Forbidden Experiments ===
Within the rumored hidden laboratory, it is said that alchemists engage in unsanctioned experiments aimed at creating [[[homunculi]]—artificial beings crafted through alchemical means. These homunculi, imbued with a semblance of life through arcane rituals and forbidden techniques, are rumored to possess extraordinary abilities and powers beyond those of ordinary mortals.
=== Guild Denials and Secrecy ===
Despite the persistent rumors, guild officials vehemently deny the existence of any such hidden laboratory within the Alchemist Guild. They cite the principles of ethical conduct and scientific integrity as foundational tenets of alchemical practice, emphasizing the guild's commitment to responsible research and experimentation.
However, skeptics remain unconvinced, pointing to the veil of secrecy and silence that shrouds certain areas of the guild headquarters. The truth of the matter remains elusive, leaving many to wonder whether the rumors of the hidden laboratory are nothing more than fanciful tales spun from the imaginations of the curious—or if there truly exists a dark underbelly to the noble pursuit of alchemy within the hallowed halls of the Alchemist Guild.
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/* Forbidden Experiments */
wikitext
text/x-wiki
[[File:Alchemistguild.png|frame|left]]
The Alchemist Guild in [[Al de Baran]] stands as a testament to the ingenuity and scholarly pursuits of its members. Located within the bustling city of Al De Baran, the guild's headquarters is an imposing structure that commands attention with its unique architectural design and bustling activity.
== Exterior ==
The exterior of the Alchemist Guild is a striking sight to behold, with its façade adorned with alchemical symbols and motifs that hint at the guild's mystical practices. Constructed from sturdy stone and metal, the building exudes an air of permanence and stability, reflecting the guild's dedication to the pursuit of knowledge and experimentation.
At the entrance, a pair of ornate metal doors, embossed with intricate alchemical designs, welcome visitors into the guild's hallowed halls. Above the entrance, the guild's emblem—a stylized alembic surrounded by swirling elemental symbols—is prominently displayed, symbolizing the guild's mastery over the forces of nature and the elements.
== Interior ==
Upon entering the guild headquarters, visitors are greeted by a spacious foyer adorned with polished marble floors and alchemical apparatuses. The air is filled with the faint scent of herbs and potions, mingling with the sound of bubbling cauldrons and murmured incantations.
Beyond the foyer lies the heart of the guild: the main laboratory. Here, rows of workbenches and equipment are arranged in orderly fashion, each station bustling with activity as alchemists and scholars conduct experiments and research. Shelves lined with jars of exotic reagents and vials of colorful potions line the walls, creating a kaleidoscope of colors and scents that tantalize the senses.
== Alchemy Wing ==
Adjacent to the main laboratory is the alchemy wing, where guild members hone their craft and share their discoveries with one another. Lavishly appointed classrooms and lecture halls provide space for instruction and learning, with alchemical diagrams and formulae adorning the walls.
At the heart of the alchemy wing lies the grand alchemy chamber, a vast chamber filled with arcane machinery and apparatuses. Here, guild members gather to perform complex rituals and experiments.
== Rumors ==
[[File:Homunculi.png|frame|right]]
Whispers abound of a clandestine laboratory hidden away from prying eyes, where forbidden experiments into the creation of homunculi are said to take place. Though officially denied by guild officials, rumors persist among the more daring members of the alchemical community, hinting at the existence of a shadowy chamber where the boundaries of ethics and morality are pushed to their limits.
=== Speculated Location===
The exact location of the rumored hidden laboratory remains shrouded in mystery, with conflicting accounts and hearsay muddying the waters of truth. Some claim it lies deep within the bowels of the guild headquarters, accessible only to those with the proper knowledge and clearance. Others whisper of secret passages and hidden compartments concealed within the walls, leading to a hidden chamber where forbidden knowledge is pursued in secrecy.
=== Forbidden Experiments ===
Within the rumored hidden laboratory, it is said that alchemists engage in unsanctioned experiments aimed at creating [[homunculi]]—artificial beings crafted through alchemical means. These homunculi, imbued with a semblance of life through arcane rituals and forbidden techniques, are rumored to possess extraordinary abilities and powers beyond those of ordinary mortals.
=== Guild Denials and Secrecy ===
Despite the persistent rumors, guild officials vehemently deny the existence of any such hidden laboratory within the Alchemist Guild. They cite the principles of ethical conduct and scientific integrity as foundational tenets of alchemical practice, emphasizing the guild's commitment to responsible research and experimentation.
However, skeptics remain unconvinced, pointing to the veil of secrecy and silence that shrouds certain areas of the guild headquarters. The truth of the matter remains elusive, leaving many to wonder whether the rumors of the hidden laboratory are nothing more than fanciful tales spun from the imaginations of the curious—or if there truly exists a dark underbelly to the noble pursuit of alchemy within the hallowed halls of the Alchemist Guild.
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[[File:Prontera.png|frame|center]]
Prontera, the majestic capital city of [[Rune Midgard]], stands as a testament to grandeur and diversity. With its towering spires and bustling streets, Prontera is a beacon of civilization, drawing in travelers and locals alike with its vibrant energy. Renowned for its aristocratic society, Prontera is a realm where elegance and tradition blend seamlessly.
However, what truly sets Prontera apart is its rich spiritual tapestry. Within its walls lie a multitude of temples and shrines dedicated to an array of gods, each revered by devout followers. From the grandiose halls to serene sanctuaries, the city serves as a sacred hub where faith intertwines with daily life.
Amidst the clamor of commerce and the whispers of the devout, Prontera stands as a symbol of unity, where people from all walks of life converge in pursuit of their dreams and divine guidance.
== The Market District ==
A bustling hub of commerce and culture, the Market District teems with life and activity. Here, visitors can explore a myriad of stalls selling everything from exotic spices to enchanted trinkets. Street performers entertain crowds with music and dance, while aromatic scents from food vendors tempt passersby.
== Royal Palace ==
The seat of power in Prontera, the Royal Palace stands as a symbol of authority and prestige. Visitors can tour its opulent chambers adorned with priceless art and artifacts, learn about the history of the kingdom, or attend formal events and receptions hosted by the four [[High Houses|high houses]].
== The Museum of Ancient Relics ==
A treasure trove of history and archaeology, the Museum of Ancient Relics showcases artifacts from Rune Midgard's storied past. From ancient runes to majestic weapons of old, visitors can marvel at the wonders of antiquity and gain insight into the kingdom's rich heritage.
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[[File:Prontera.png|frame|left]]
Prontera, the majestic capital city of [[Rune Midgard]], stands as a testament to grandeur and diversity. With its towering spires and bustling streets, Prontera is a beacon of civilization, drawing in travelers and locals alike with its vibrant energy. Renowned for its aristocratic society, Prontera is a realm where elegance and tradition blend seamlessly.
However, what truly sets Prontera apart is its rich spiritual tapestry. Within its walls lie a multitude of temples and shrines dedicated to an array of gods, each revered by devout followers. From the grandiose halls to serene sanctuaries, the city serves as a sacred hub where faith intertwines with daily life.
Amidst the clamor of commerce and the whispers of the devout, Prontera stands as a symbol of unity, where people from all walks of life converge in pursuit of their dreams and divine guidance.
== The Market District ==
A bustling hub of commerce and culture, the Market District teems with life and activity. Here, visitors can explore a myriad of stalls selling everything from exotic spices to enchanted trinkets. Street performers entertain crowds with music and dance, while aromatic scents from food vendors tempt passersby.
== Royal Palace ==
The seat of power in Prontera, the Royal Palace stands as a symbol of authority and prestige. Visitors can tour its opulent chambers adorned with priceless art and artifacts, learn about the history of the kingdom, or attend formal events and receptions hosted by the four [[High Houses|high houses]].
== The Museum of Ancient Relics ==
A treasure trove of history and archaeology, the Museum of Ancient Relics showcases artifacts from Rune Midgard's storied past. From ancient runes to majestic weapons of old, visitors can marvel at the wonders of antiquity and gain insight into the kingdom's rich heritage.
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/* Royal Palace */
wikitext
text/x-wiki
[[File:Prontera.png|frame|left]]
Prontera, the majestic capital city of [[Rune Midgard]], stands as a testament to grandeur and diversity. With its towering spires and bustling streets, Prontera is a beacon of civilization, drawing in travelers and locals alike with its vibrant energy. Renowned for its aristocratic society, Prontera is a realm where elegance and tradition blend seamlessly.
However, what truly sets Prontera apart is its rich spiritual tapestry. Within its walls lie a multitude of temples and shrines dedicated to an array of gods, each revered by devout followers. From the grandiose halls to serene sanctuaries, the city serves as a sacred hub where faith intertwines with daily life.
Amidst the clamor of commerce and the whispers of the devout, Prontera stands as a symbol of unity, where people from all walks of life converge in pursuit of their dreams and divine guidance.
== The Market District ==
A bustling hub of commerce and culture, the Market District teems with life and activity. Here, visitors can explore a myriad of stalls selling everything from exotic spices to enchanted trinkets. Street performers entertain crowds with music and dance, while aromatic scents from food vendors tempt passersby.
== Royal Palace ==
The Prontera Royal Palace serves as the esteemed venue where the four high houses of Rune Midgard convene annually to address matters of state and diplomacy. Nestled in the heart of the capital city of Prontera, the palace stands as a symbol of power and authority, its grand halls and opulent chambers bearing witness to centuries of history and intrigue. These meetings are referred to as the [[annual conclaves]].
== The Museum of Ancient Relics ==
A treasure trove of history and archaeology, the Museum of Ancient Relics showcases artifacts from Rune Midgard's storied past. From ancient runes to majestic weapons of old, visitors can marvel at the wonders of antiquity and gain insight into the kingdom's rich heritage.
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Annual conclaves
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Created page with "[[File:Conclaves.png|frame|left]] Each year, the lords of [[House Zyquin]], [[House Voulroreth]], [[House Gilric]], and [[House Fontaine]] gather within the walls of the Prontera Royal Palace to discuss current events, negotiate alliances, and settle disputes that may arise between the noble houses. These gatherings, known as the Annual Conclaves, are a cornerstone of Rune Midgard's political landscape, providing a forum for dialogue and cooperation among the ruling elit..."
wikitext
text/x-wiki
[[File:Conclaves.png|frame|left]]
Each year, the lords of [[House Zyquin]], [[House Voulroreth]], [[House Gilric]], and [[House Fontaine]] gather within the walls of the Prontera Royal Palace to discuss current events, negotiate alliances, and settle disputes that may arise between the noble houses. These gatherings, known as the Annual Conclaves, are a cornerstone of Rune Midgard's political landscape, providing a forum for dialogue and cooperation among the ruling elite.
== Delicate Diplomacy ==
Despite the importance of these meetings, tensions often run high within the hallowed halls of the palace, particularly when it comes to matters involving House Voulroreth. Known for their aggressive tactics and ruthless pursuit of power, House Voulroreth is viewed with suspicion and apprehension by many of their noble peers. However, open criticism of the house is often avoided during the Annual Conclaves, as other houses fear reprisals similar to those suffered by [[Morroc]], which fell under House Voulroreth's siege.
== Balancing Act ==
For the other high houses, navigating the delicate politics of the Prontera Royal Palace requires a careful balancing act. While they may harbor reservations about House Voulroreth's methods, they are wary of openly challenging the house's authority, lest they incur its wrath and suffer the same fate as Morroc. As a result, discussions within the palace walls often dance around the topic of House Voulroreth's actions, focusing instead on more neutral matters of governance and diplomacy.
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[[File:Conclaves.png|frame|left]]
Each year, the lords of [[House Zyquin]], [[House Voulroreth]], [[House Gilric]], and [[House Fontaine]] gather within the walls of the [[Prontera]] Royal Palace to discuss current events, negotiate alliances, and settle disputes that may arise between the noble houses. These gatherings, known as the Annual Conclaves, are a cornerstone of Rune Midgard's political landscape, providing a forum for dialogue and cooperation among the ruling elite.
== Delicate Diplomacy ==
Despite the importance of these meetings, tensions often run high within the hallowed halls of the palace, particularly when it comes to matters involving House Voulroreth. Known for their aggressive tactics and ruthless pursuit of power, House Voulroreth is viewed with suspicion and apprehension by many of their noble peers. However, open criticism of the house is often avoided during the Annual Conclaves, as other houses fear reprisals similar to those suffered by [[Morroc]], which fell under House Voulroreth's siege.
== Balancing Act ==
For the other high houses, navigating the delicate politics of the Prontera Royal Palace requires a careful balancing act. While they may harbor reservations about House Voulroreth's methods, they are wary of openly challenging the house's authority, lest they incur its wrath and suffer the same fate as Morroc. As a result, discussions within the palace walls often dance around the topic of House Voulroreth's actions, focusing instead on more neutral matters of governance and diplomacy.
53ea91b698c636222e0cfbcb28bbcda67fb368f6
Rune Midgard
0
23
293
223
2024-04-14T17:03:23Z
Dnavas
2
wikitext
text/x-wiki
[[File:Runemidgardglobe.png|frame|left]]
Rune Midgard, a vast continent shrouded in legend and history, is a land of great beauty and profound intrigue. Surrounded by the azure expanse of the [[Grethis Sea]], it has long been a realm of prosperity and power, once ruled by a line of revered kings.
The main capital cities of Rune Midgard include:
** [[Al de Baran]]
** [[Alberta]]
** [[Geffen]]
** [[Izlude]]
** [[Morroc]]
** [[Payon]]
** [[Prontera]]
== Political Upheaval and the Seige of Morroc ==
However, the tranquil reign of Rune Midgard was shattered by the dark shadow of betrayal and political upheaval. Following the assassination of [[King Radavan IX]], the kingdom was plunged into chaos, torn apart by the ambitions of four powerful [[High Houses|high houses]]: [[House Zyquin]], [[House Voulroreth]], [[House Gilric]], and [[House Fontaine]].
For generations, these noble houses vied for control, each seeking to claim dominion over the fractured land. Yet, it was the treachery of House Voulroreth that would leave an indelible mark on Rune Midgard's history. In a ruthless bid for power, they waged war against House Fontaine, seizing control of the city of Morroc, it's surrounding lands, and subjecting its people to two centuries of merciless subjugation.
The once-thriving city now languished under the oppressive yoke of House Voulroreth, its inhabitants trapped in a cycle of despair and servitude. As whispers of rebellion echoed through the streets, House Fontaine's fate hung in the balance, its future uncertain amidst the turmoil of political strife and ancient rivalries. After 200 years, a successful rebellion freed the people of Morroc from House Voulroreth's occupancy, but some say House Voulroreth has never given up on reacquiring Morroc and it's surrounding lands.
d86ef2dcbd0b4dd90ec6d9ed033b9d73c5fa72da
294
293
2024-04-14T17:03:57Z
Dnavas
2
wikitext
text/x-wiki
[[File:Runemidgardglobe.png|frame|left]]
Rune Midgard, a vast continent shrouded in legend and history, is a land of great beauty and profound intrigue. Surrounded by the azure expanse of the [[Grethis Sea]], it has long been a realm of prosperity and power, once ruled by a line of revered kings.
The main cities of Rune Midgard include:
** [[Al de Baran]]
** [[Alberta]]
** [[Geffen]]
** [[Izlude]]
** [[Morroc]]
** [[Payon]]
** [[Prontera]]
== Political Upheaval and the Seige of Morroc ==
However, the tranquil reign of Rune Midgard was shattered by the dark shadow of betrayal and political upheaval. Following the assassination of [[King Radavan IX]], the kingdom was plunged into chaos, torn apart by the ambitions of four powerful [[High Houses|high houses]]: [[House Zyquin]], [[House Voulroreth]], [[House Gilric]], and [[House Fontaine]].
For generations, these noble houses vied for control, each seeking to claim dominion over the fractured land. Yet, it was the treachery of House Voulroreth that would leave an indelible mark on Rune Midgard's history. In a ruthless bid for power, they waged war against House Fontaine, seizing control of the city of Morroc, it's surrounding lands, and subjecting its people to two centuries of merciless subjugation.
The once-thriving city now languished under the oppressive yoke of House Voulroreth, its inhabitants trapped in a cycle of despair and servitude. As whispers of rebellion echoed through the streets, House Fontaine's fate hung in the balance, its future uncertain amidst the turmoil of political strife and ancient rivalries. After 200 years, a successful rebellion freed the people of Morroc from House Voulroreth's occupancy, but some say House Voulroreth has never given up on reacquiring Morroc and it's surrounding lands.
06f4da9748fd9e5d4857e7620d88201b6e5634ce
Homunculi
0
109
299
2024-04-14T17:32:57Z
Dnavas
2
Created page with " The creation of a homunculus is a pursuit that requires a unique combination of ambition, intellect, and moral flexibility. Individuals who embark on this endeavor are often driven by a deep-seated desire for knowledge and power, coupled with a willingness to explore forbidden or ethically questionable avenues in their quest for mastery over the arcane. == Required Materials == If a player embarks on the creation of a homunculi, they will be required to collect certain..."
wikitext
text/x-wiki
The creation of a homunculus is a pursuit that requires a unique combination of ambition, intellect, and moral flexibility. Individuals who embark on this endeavor are often driven by a deep-seated desire for knowledge and power, coupled with a willingness to explore forbidden or ethically questionable avenues in their quest for mastery over the arcane.
== Required Materials ==
If a player embarks on the creation of a homunculi, they will be required to collect certain materials during their travels. These materials can be obtained at a 10~30% chance upon completion of combat. If they are successful, they will collect one of the necessary materials for the creation of a homunculus.
{| class="wikitable"
|+ Item Requirements
|-
! Item !! Amount
|-
| Oridecon Vial || 25 (purchasable)
|-
| Essence of Vitality || 25 (30% chance, post combat)
|-
| Seed of Life || 1 (10% chance, post combat)
|-
| [[The Verrus Codex]] || 1 (discoverable)
|-
| Flesh, freshly flayed || 1lb
|}
1792fe6254cbaeb3efd7936ca12442569b3aa7d7
304
299
2024-04-14T17:49:13Z
Dnavas
2
wikitext
text/x-wiki
The creation of a homunculus is a pursuit that requires a unique combination of ambition, intellect, and moral flexibility. Individuals who embark on this endeavor are often driven by a deep-seated desire for knowledge and power, coupled with a willingness to explore forbidden or ethically questionable avenues in their quest for mastery over the arcane.
== Required Materials ==
If a player embarks on the creation of a homunculi, they will be required to collect certain materials during their travels. These materials can be obtained at a 10~30% chance upon completion of combat. If they are successful, they will collect one of the necessary materials for the creation of a homunculus.
{| class="wikitable"
|+ Item Requirements
|-
! Item !! Amount
|-
| Oridecon Vial || 25 (purchasable)
|-
| Essence of Vitality || 25 (30% chance, post combat)
|-
| Seed of Life || 1 (10% chance, post combat)
|-
| [[The Verrus Codex]] || 1 (discoverable)
|-
| Flesh, freshly flayed || 1lb
|}
== Potential Homunculi ==
{| class="wikitable"
|+ Caption text
|-
! Lif !! Vanilmirth !! Rilif !! Amistar
|-
|
[[File:Lif.png|thumb]]
||
[[File:Vanilmirth.png|thumb]]
||
[[File:Rilif.png|thumb]]
||
[[File:Amistar.png|thumb]]
|}
b331fa55e35e4464e121a6bfca9b4e9f74245b50
305
304
2024-04-14T17:50:31Z
Dnavas
2
wikitext
text/x-wiki
The creation of a homunculus is a pursuit that requires a unique combination of ambition, intellect, and moral flexibility. Individuals who embark on this endeavor are often driven by a deep-seated desire for knowledge and power, coupled with a willingness to explore forbidden or ethically questionable avenues in their quest for mastery over the arcane.
== Required Materials ==
If a player embarks on the creation of a homunculi, they will be required to collect certain materials during their travels. These materials can be obtained at a 10~30% chance upon completion of combat. If they are successful, they will collect one of the necessary materials for the creation of a homunculus.
{| class="wikitable"
|+ Item Requirements
|-
! Item !! Amount
|-
| Oridecon Vial || 25 (purchasable)
|-
| Essence of Vitality || 25 (30% chance, post combat)
|-
| Seed of Life || 1 (10% chance, post combat)
|-
| [[The Verrus Codex]] || 1 (discoverable)
|-
| Flesh, freshly flayed || 1lb
|}
== Potential Homunculi ==
{| class="wikitable"
|+ Caption text
|-
! Lif !! Vanilmirth !! Rilif !! Amistar
|-
|
[[File:Lif.png|125px|thumb]]
||
[[File:Vanilmirth.png|thumb]]
||
[[File:Rilif.png|thumb]]
||
[[File:Amistar.png|thumb]]
|}
75e715c5b38a6bab0b4f766de27dfa5fa5560f1c
File:Lif.png
6
110
300
2024-04-14T17:47:45Z
Dnavas
2
wikitext
text/x-wiki
lif
50c142f61205d020d89324902a0f08e0602c8ccc
File:Vanilmirth.png
6
111
301
2024-04-14T17:48:14Z
Dnavas
2
wikitext
text/x-wiki
vanil
b31655e70e154af8102df6544fc5f474fa881516
File:Rilif.png
6
112
302
2024-04-14T17:48:40Z
Dnavas
2
wikitext
text/x-wiki
rilif
af246a952ceff2f997c93df4c763b3295f3111e0
File:Amistar.png
6
113
303
2024-04-14T17:49:04Z
Dnavas
2
wikitext
text/x-wiki
amistar
1f9d2585a9d1ab93cde86efef7b8f48a69332114
Homunculi
0
109
306
305
2024-04-14T17:51:06Z
Dnavas
2
/* Potential Homunculi */
wikitext
text/x-wiki
The creation of a homunculus is a pursuit that requires a unique combination of ambition, intellect, and moral flexibility. Individuals who embark on this endeavor are often driven by a deep-seated desire for knowledge and power, coupled with a willingness to explore forbidden or ethically questionable avenues in their quest for mastery over the arcane.
== Required Materials ==
If a player embarks on the creation of a homunculi, they will be required to collect certain materials during their travels. These materials can be obtained at a 10~30% chance upon completion of combat. If they are successful, they will collect one of the necessary materials for the creation of a homunculus.
{| class="wikitable"
|+ Item Requirements
|-
! Item !! Amount
|-
| Oridecon Vial || 25 (purchasable)
|-
| Essence of Vitality || 25 (30% chance, post combat)
|-
| Seed of Life || 1 (10% chance, post combat)
|-
| [[The Verrus Codex]] || 1 (discoverable)
|-
| Flesh, freshly flayed || 1lb
|}
== Potential Homunculi ==
{| class="wikitable"
|+ Caption text
|-
! Lif !! Vanilmirth !! Rilif !! Amistar
|-
|
[[File:Lif.png|125px|thumb]]
||
[[File:Vanilmirth.png|125px|thumb]]
||
[[File:Rilif.png|125px|thumb]]
||
[[File:Amistar.png|125px|thumb]]
|}
f6ddb28e5500db62c1fa35e67da6d20265ccac07
307
306
2024-04-14T17:51:53Z
Dnavas
2
/* Potential Homunculi */
wikitext
text/x-wiki
The creation of a homunculus is a pursuit that requires a unique combination of ambition, intellect, and moral flexibility. Individuals who embark on this endeavor are often driven by a deep-seated desire for knowledge and power, coupled with a willingness to explore forbidden or ethically questionable avenues in their quest for mastery over the arcane.
== Required Materials ==
If a player embarks on the creation of a homunculi, they will be required to collect certain materials during their travels. These materials can be obtained at a 10~30% chance upon completion of combat. If they are successful, they will collect one of the necessary materials for the creation of a homunculus.
{| class="wikitable"
|+ Item Requirements
|-
! Item !! Amount
|-
| Oridecon Vial || 25 (purchasable)
|-
| Essence of Vitality || 25 (30% chance, post combat)
|-
| Seed of Life || 1 (10% chance, post combat)
|-
| [[The Verrus Codex]] || 1 (discoverable)
|-
| Flesh, freshly flayed || 1lb
|}
== Potential Homunculi ==
{| class="wikitable"
|-
! [[Lif]]!! [[Vanilmirth]] !! [[Rilif]] !! [[Amistar]]
|-
|
[[File:Lif.png|125px|thumb]]
||
[[File:Vanilmirth.png|125px|thumb]]
||
[[File:Rilif.png|125px|thumb]]
||
[[File:Amistar.png|125px|thumb]]
|}
d31d399dcce0f7e7fb7aaf9ae51697e2c0b81a1e
309
307
2024-04-14T17:53:15Z
Dnavas
2
wikitext
text/x-wiki
[[File:Homunccreation.png|frame|left]]
The creation of a homunculus is a pursuit that requires a unique combination of ambition, intellect, and moral flexibility. Individuals who embark on this endeavor are often driven by a deep-seated desire for knowledge and power, coupled with a willingness to explore forbidden or ethically questionable avenues in their quest for mastery over the arcane.
== Required Materials ==
If a player embarks on the creation of a homunculi, they will be required to collect certain materials during their travels. These materials can be obtained at a 10~30% chance upon completion of combat. If they are successful, they will collect one of the necessary materials for the creation of a homunculus.
{| class="wikitable"
|+ Item Requirements
|-
! Item !! Amount
|-
| Oridecon Vial || 25 (purchasable)
|-
| Essence of Vitality || 25 (30% chance, post combat)
|-
| Seed of Life || 1 (10% chance, post combat)
|-
| [[The Verrus Codex]] || 1 (discoverable)
|-
| Flesh, freshly flayed || 1lb
|}
== Potential Homunculi ==
{| class="wikitable"
|-
! [[Lif]]!! [[Vanilmirth]] !! [[Rilif]] !! [[Amistar]]
|-
|
[[File:Lif.png|125px|thumb]]
||
[[File:Vanilmirth.png|125px|thumb]]
||
[[File:Rilif.png|125px|thumb]]
||
[[File:Amistar.png|125px|thumb]]
|}
834e37f12d36f9c08c11e2a1e6b0c91858fc8325
318
309
2024-04-14T20:00:46Z
Dnavas
2
Protected "[[Homunculi]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Homunccreation.png|frame|left]]
The creation of a homunculus is a pursuit that requires a unique combination of ambition, intellect, and moral flexibility. Individuals who embark on this endeavor are often driven by a deep-seated desire for knowledge and power, coupled with a willingness to explore forbidden or ethically questionable avenues in their quest for mastery over the arcane.
== Required Materials ==
If a player embarks on the creation of a homunculi, they will be required to collect certain materials during their travels. These materials can be obtained at a 10~30% chance upon completion of combat. If they are successful, they will collect one of the necessary materials for the creation of a homunculus.
{| class="wikitable"
|+ Item Requirements
|-
! Item !! Amount
|-
| Oridecon Vial || 25 (purchasable)
|-
| Essence of Vitality || 25 (30% chance, post combat)
|-
| Seed of Life || 1 (10% chance, post combat)
|-
| [[The Verrus Codex]] || 1 (discoverable)
|-
| Flesh, freshly flayed || 1lb
|}
== Potential Homunculi ==
{| class="wikitable"
|-
! [[Lif]]!! [[Vanilmirth]] !! [[Rilif]] !! [[Amistar]]
|-
|
[[File:Lif.png|125px|thumb]]
||
[[File:Vanilmirth.png|125px|thumb]]
||
[[File:Rilif.png|125px|thumb]]
||
[[File:Amistar.png|125px|thumb]]
|}
834e37f12d36f9c08c11e2a1e6b0c91858fc8325
325
318
2024-04-14T20:19:47Z
Dnavas
2
/* Potential Homunculi */
wikitext
text/x-wiki
[[File:Homunccreation.png|frame|left]]
The creation of a homunculus is a pursuit that requires a unique combination of ambition, intellect, and moral flexibility. Individuals who embark on this endeavor are often driven by a deep-seated desire for knowledge and power, coupled with a willingness to explore forbidden or ethically questionable avenues in their quest for mastery over the arcane.
== Required Materials ==
If a player embarks on the creation of a homunculi, they will be required to collect certain materials during their travels. These materials can be obtained at a 10~30% chance upon completion of combat. If they are successful, they will collect one of the necessary materials for the creation of a homunculus.
{| class="wikitable"
|+ Item Requirements
|-
! Item !! Amount
|-
| Oridecon Vial || 25 (purchasable)
|-
| Essence of Vitality || 25 (30% chance, post combat)
|-
| Seed of Life || 1 (10% chance, post combat)
|-
| [[The Verrus Codex]] || 1 (discoverable)
|-
| Flesh, freshly flayed || 1lb
|}
== Potential Homunculi ==
When you have gathered all the materials necessary, following the methods in The Verrus Codex will yield you a homunculus. The homunculus you receive will be the players choice. Please see below for potential homunculi options.
{| class="wikitable"
|-
! [[Lif]]!! [[Vanilmirth]] !! [[Rilif]] !! [[Amistar]]
|-
|
[[File:Lif.png|125px|thumb]]
||
[[File:Vanilmirth.png|125px|thumb]]
||
[[File:Rilif.png|125px|thumb]]
||
[[File:Amistar.png|125px|thumb]]
|}
6357b061bce5c5fc2cd594bc4047eaf4951eaf0e
328
325
2024-04-14T23:50:45Z
Dnavas
2
wikitext
text/x-wiki
[[File:Homunccreation.png|frame|left]]
The creation of a homunculus is a pursuit that requires a unique combination of ambition, intellect, and moral flexibility. Individuals who embark on this endeavor are often driven by a deep-seated desire for knowledge and power, coupled with a willingness to explore forbidden or ethically questionable avenues in their quest for mastery over the arcane.
== Required Materials ==
If a player embarks on the creation of a homunculus, they will be required to collect certain materials during their travels. These materials can be obtained at a 10~30% chance upon completion of combat. If they are successful, they will collect one of the necessary materials for the creation of a homunculus.
{| class="wikitable"
|+ Item Requirements
|-
! Item !! Amount
|-
| Oridecon Vial || 25 (purchasable)
|-
| Essence of Vitality || 25 (30% chance, post combat)
|-
| Seed of Life || 1 (10% chance, post combat)
|-
| [[The Verrus Codex]] || 1 (discoverable)
|-
| Flesh, freshly flayed || 1lb
|}
== Potential Homunculi ==
When you have gathered all the materials necessary, following the methods in The Verrus Codex will yield you a homunculus. The homunculus you receive will be the players choice. Please see below for potential homunculi options.
{| class="wikitable"
|-
! [[Lif]]!! [[Vanilmirth]] !! [[Rilif]] !! [[Amistar]]
|-
|
[[File:Lif.png|125px|thumb]]
||
[[File:Vanilmirth.png|125px|thumb]]
||
[[File:Rilif.png|125px|thumb]]
||
[[File:Amistar.png|125px|thumb]]
|}
100429c8cd3001f9c2714928ab8c1d969c4bb673
329
328
2024-04-15T13:26:03Z
Dnavas
2
/* Required Materials */
wikitext
text/x-wiki
[[File:Homunccreation.png|frame|left]]
The creation of a homunculus is a pursuit that requires a unique combination of ambition, intellect, and moral flexibility. Individuals who embark on this endeavor are often driven by a deep-seated desire for knowledge and power, coupled with a willingness to explore forbidden or ethically questionable avenues in their quest for mastery over the arcane.
== Required Materials ==
If a player embarks on the creation of a homunculus, they will be required to collect certain materials during their travels. These materials can be obtained at a 10~30% chance upon completion of combat. If they are successful, they will collect one of the necessary materials for the creation of a homunculus.
{| class="wikitable"
|+ Item Requirements
|-
! Item !! Amount
|-
| Oridecon Vial || 25 (purchasable)
|-
| Essence of Vitality || 25 (30% chance, post combat, per creature)
|-
| Seed of Life || 1 (10% chance, post combat)
|-
| [[The Verrus Codex]] || 1 (discoverable)
|-
| Flesh, freshly flayed || 1lb
|}
== Potential Homunculi ==
When you have gathered all the materials necessary, following the methods in The Verrus Codex will yield you a homunculus. The homunculus you receive will be the players choice. Please see below for potential homunculi options.
{| class="wikitable"
|-
! [[Lif]]!! [[Vanilmirth]] !! [[Rilif]] !! [[Amistar]]
|-
|
[[File:Lif.png|125px|thumb]]
||
[[File:Vanilmirth.png|125px|thumb]]
||
[[File:Rilif.png|125px|thumb]]
||
[[File:Amistar.png|125px|thumb]]
|}
f74f21cd834f4f3f3156730e617a05a923bbbd3c
333
329
2024-04-15T19:41:07Z
Dnavas
2
/* Potential Homunculi */
wikitext
text/x-wiki
[[File:Homunccreation.png|frame|left]]
The creation of a homunculus is a pursuit that requires a unique combination of ambition, intellect, and moral flexibility. Individuals who embark on this endeavor are often driven by a deep-seated desire for knowledge and power, coupled with a willingness to explore forbidden or ethically questionable avenues in their quest for mastery over the arcane.
== Required Materials ==
If a player embarks on the creation of a homunculus, they will be required to collect certain materials during their travels. These materials can be obtained at a 10~30% chance upon completion of combat. If they are successful, they will collect one of the necessary materials for the creation of a homunculus.
{| class="wikitable"
|+ Item Requirements
|-
! Item !! Amount
|-
| Oridecon Vial || 25 (purchasable)
|-
| Essence of Vitality || 25 (30% chance, post combat, per creature)
|-
| Seed of Life || 1 (10% chance, post combat)
|-
| [[The Verrus Codex]] || 1 (discoverable)
|-
| Flesh, freshly flayed || 1lb
|}
== Potential Homunculi ==
When you have gathered all the materials necessary, following the methods in The Verrus Codex will yield you a homunculus. The homunculus you receive will be the players choice. Please see below for potential homunculi options.
{| class="wikitable"
|-
! [[Lif]]!! [[Vanilmirth]] !! [[Rilif]] !! [[Amistar]]
|-
|
[[File:Lif.png|125px|thumb]]
||
[[File:Vanilmirth.png|125px|thumb]]
||
[[File:Rilif.png|125px|thumb]]
||
[[File:Amistar2.png|125px|thumb]]
|}
71b48acc957fdb81c2b0ae4e39f018e2e7dd8a9e
File:Homunccreation.png
6
114
308
2024-04-14T17:53:03Z
Dnavas
2
wikitext
text/x-wiki
homunc creation
dbae5f1481ced29926c4b7263126b401d899da00
Lif
0
115
310
2024-04-14T18:06:47Z
Dnavas
2
Created page with "[[File:Lif.png|frame|left]] Comprised of a curious amalgamation of flesh and flora, Lif's form defies conventional classification, blending elements of the natural world with arcane artifice in a mesmerizing display of alchemical mastery. == Physical Appearance == At first glance, Lif bears a striking resemblance to a canine creature, with a sleek and sinewy form reminiscent of a hunting dog. However, upon closer inspection, its true nature becomes apparent. Instead of..."
wikitext
text/x-wiki
[[File:Lif.png|frame|left]]
Comprised of a curious amalgamation of flesh and flora, Lif's form defies conventional classification, blending elements of the natural world with arcane artifice in a mesmerizing display of alchemical mastery.
== Physical Appearance ==
At first glance, Lif bears a striking resemblance to a canine creature, with a sleek and sinewy form reminiscent of a hunting dog. However, upon closer inspection, its true nature becomes apparent. Instead of fur, Lif's body is covered in a patchwork of verdant foliage, intricately intertwined with supple, fleshy tissue. Vines and tendrils coil around its limbs and torso, forming a natural armor that melds seamlessly with its organic form.
Lif's features are sharp and angular, with pointed ears that twitch at the slightest sound and piercing eyes that gleam with an otherworldly intelligence. Its muzzle is adorned with delicate floral patterns, and its teeth—sharp and serrated—are more akin to thorns than canine incisors. Despite its fearsome appearance, there is an undeniable grace and elegance to Lif's form, as if it were a living sculpture crafted by a master artist.
== Stat Block ==
{| class="wikitable"
|+ ''Lif, the Flora-Flesh Homunculus''
|-
| Medium construct, || neutral
|-
| '''Armor Class''' || 15 (natural armor)
|-
| '''Hit Points''' || 78 (12d8+24)
|-
| '''Speed''' || 30 ft.
|-
| Example || Example
|}
{| class="wikitable"
|+ Stats
|-
! Stat !! Score
|-
| STR: || 10 (+0)
|-
| DEX: || 14 (+2)
|-
| CON: || 12 (+1)
|-
| INT: || 10 (+0)
|-
| WIS: || 16 (+3)
|-
| CHA: || 8 (-1)
|}
Saving Throws: Wis +5
Skills: Stealth +4, Perception +5
Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks
Senses: Darkvision 60 ft., passive Perception 15
Languages: Understands Common but cannot speak
Challenge: 5 (1,800 XP)
Spellcasting. Lif is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Lif has the following spells prepared:
Cantrips (at will): Thorn Whip, Druidcraft
1st level (4 slots): Cure Wounds, Entangle, Healing Word
2nd level (3 slots): Barkskin, Hold Person
Healing Aura (Recharge 5-6). As a bonus action, Lif can emit a soothing aura of healing energy in a 15-foot radius centered on itself. Each creature of Lif's choice in that area regains hit points equal to 2d8 + 3.
Actions
Thorn Whip. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 13 Strength saving throw or be pulled up to 10 feet closer to Lif.
Entangle (Recharge 5-6). Lif magically sprouts vines and thorns in a 15-foot radius centered on itself. Each creature in that area must succeed on a DC 13 Strength saving throw or be restrained by the entangling plants until the start of Lif's next turn. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success.
13e229876c0ef681b041ceccc01c1f44c7b73539
311
310
2024-04-14T18:07:14Z
Dnavas
2
wikitext
text/x-wiki
[[File:Lif.png|frame|left]]
Comprised of a curious amalgamation of flesh and flora, Lif's form defies conventional classification, blending elements of the natural world with arcane artifice in a mesmerizing display of alchemical mastery.
== Physical Appearance ==
At first glance, Lif bears a striking resemblance to a canine creature, with a sleek and sinewy form reminiscent of a hunting dog. However, upon closer inspection, its true nature becomes apparent. Instead of fur, Lif's body is covered in a patchwork of verdant foliage, intricately intertwined with supple, fleshy tissue. Vines and tendrils coil around its limbs and torso, forming a natural armor that melds seamlessly with its organic form.
Lif's features are sharp and angular, with pointed ears that twitch at the slightest sound and piercing eyes that gleam with an otherworldly intelligence. Its muzzle is adorned with delicate floral patterns, and its teeth—sharp and serrated—are more akin to thorns than canine incisors. Despite its fearsome appearance, there is an undeniable grace and elegance to Lif's form, as if it were a living sculpture crafted by a master artist.
<br>
<br>
<br>
== Stat Block ==
{| class="wikitable"
|+ ''Lif, the Flora-Flesh Homunculus''
|-
| Medium construct, || neutral
|-
| '''Armor Class''' || 15 (natural armor)
|-
| '''Hit Points''' || 78 (12d8+24)
|-
| '''Speed''' || 30 ft.
|-
| Example || Example
|}
{| class="wikitable"
|+ Stats
|-
! Stat !! Score
|-
| STR: || 10 (+0)
|-
| DEX: || 14 (+2)
|-
| CON: || 12 (+1)
|-
| INT: || 10 (+0)
|-
| WIS: || 16 (+3)
|-
| CHA: || 8 (-1)
|}
Saving Throws: Wis +5
Skills: Stealth +4, Perception +5
Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks
Senses: Darkvision 60 ft., passive Perception 15
Languages: Understands Common but cannot speak
Challenge: 5 (1,800 XP)
Spellcasting. Lif is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Lif has the following spells prepared:
Cantrips (at will): Thorn Whip, Druidcraft
1st level (4 slots): Cure Wounds, Entangle, Healing Word
2nd level (3 slots): Barkskin, Hold Person
Healing Aura (Recharge 5-6). As a bonus action, Lif can emit a soothing aura of healing energy in a 15-foot radius centered on itself. Each creature of Lif's choice in that area regains hit points equal to 2d8 + 3.
Actions
Thorn Whip. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 13 Strength saving throw or be pulled up to 10 feet closer to Lif.
Entangle (Recharge 5-6). Lif magically sprouts vines and thorns in a 15-foot radius centered on itself. Each creature in that area must succeed on a DC 13 Strength saving throw or be restrained by the entangling plants until the start of Lif's next turn. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success.
d44182c9b1e5eaefbee2feaa9d6f6be8c0b6d8bb
312
311
2024-04-14T18:09:24Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Lif.png|frame|left]]
Comprised of a curious amalgamation of flesh and flora, Lif's form defies conventional classification, blending elements of the natural world with arcane artifice in a mesmerizing display of alchemical mastery.
== Physical Appearance ==
At first glance, Lif bears a striking resemblance to a canine creature, with a sleek and sinewy form reminiscent of a hunting dog. However, upon closer inspection, its true nature becomes apparent. Instead of fur, Lif's body is covered in a patchwork of verdant foliage, intricately intertwined with supple, fleshy tissue. Vines and tendrils coil around its limbs and torso, forming a natural armor that melds seamlessly with its organic form.
Lif's features are sharp and angular, with pointed ears that twitch at the slightest sound and piercing eyes that gleam with an otherworldly intelligence. Its muzzle is adorned with delicate floral patterns, and its teeth—sharp and serrated—are more akin to thorns than canine incisors. Despite its fearsome appearance, there is an undeniable grace and elegance to Lif's form, as if it were a living sculpture crafted by a master artist.
<br>
<br>
<br>
== Stat Block ==
{| class="wikitable"
|+ ''Lif, the Flora-Flesh Homunculus''
|-
| Medium construct, || neutral
|-
| '''Armor Class''' || 15 (natural armor)
|-
| '''Hit Points''' || 78 (12d8+24)
|-
| '''Speed''' || 30 ft.
|-
|}
{| class="wikitable"
|+ Stats
|-
! Stat !! Score
|-
| '''STR:''' || 10 (+0)
|-
| '''DEX:''' || 14 (+2)
|-
| '''CON:''' || 12 (+1)
|-
| '''INT:''' || 10 (+0)
|-
| '''WIS:''' || 16 (+3)
|-
| '''CHA:''' || 8 (-1)
|}
<br>
'''Saving Throws:''' Wis +5
<br>
'''Skills:''' Stealth +4, Perception +5
<br>
'''Damage Resistances:''' Bludgeoning, Piercing, and Slashing from nonmagical attacks
<br>
'''Senses:''' Darkvision 60 ft., passive Perception 15
<br>
'''Languages:''' Understands Common but cannot speak
'''Spellcasting'''
<br>
Lif is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Lif has the following spells prepared:
<br>
'''Cantrips (at will):''' Thorn Whip, Druidcraft
'''1st level (4 slots):''' Cure Wounds, Entangle, Healing Word
'''2nd level (3 slots):''' Barkskin, Hold Person
'''Healing Aura (Recharge 5-6):''' As a bonus action, Lif can emit a soothing aura of healing energy in a 15-foot radius centered on itself. Each creature of Lif's choice in that area regains hit points equal to 2d8 + 3.
<br>
'''Actions'''
<br>
'''Thorn Whip:''' Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 13 Strength saving throw or be pulled up to 10 feet closer to Lif.
'''Entangle (Recharge 5-6):''' Lif magically sprouts vines and thorns in a 15-foot radius centered on itself. Each creature in that area must succeed on a DC 13 Strength saving throw or be restrained by the entangling plants until the start of Lif's next turn. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success.
68794e282e0358c922c26929ee55e53c9a731935
313
312
2024-04-14T18:10:43Z
Dnavas
2
wikitext
text/x-wiki
[[File:Lif.png|frame|left]]
One of four possible [[homunculi]]. Comprised of a curious amalgamation of flesh and flora, Lif's form defies conventional classification, blending elements of the natural world with arcane artifice in a mesmerizing display of alchemical mastery.
== Physical Appearance ==
At first glance, Lif bears a striking resemblance to a canine creature, with a sleek and sinewy form reminiscent of a hunting dog. However, upon closer inspection, its true nature becomes apparent. Instead of fur, Lif's body is covered in a patchwork of verdant foliage, intricately intertwined with supple, fleshy tissue. Vines and tendrils coil around its limbs and torso, forming a natural armor that melds seamlessly with its organic form.
Lif's features are sharp and angular, with pointed ears that twitch at the slightest sound and piercing eyes that gleam with an otherworldly intelligence. Its muzzle is adorned with delicate floral patterns, and its teeth—sharp and serrated—are more akin to thorns than canine incisors. Despite its fearsome appearance, there is an undeniable grace and elegance to Lif's form, as if it were a living sculpture crafted by a master artist.
<br>
<br>
<br>
== Stat Block ==
{| class="wikitable"
|+ ''Lif, the Flora-Flesh Homunculus''
|-
| Medium construct, || neutral
|-
| '''Armor Class''' || 15 (natural armor)
|-
| '''Hit Points''' || 78 (12d8+24)
|-
| '''Speed''' || 30 ft.
|-
|}
{| class="wikitable"
|+ Stats
|-
! Stat !! Score
|-
| '''STR:''' || 10 (+0)
|-
| '''DEX:''' || 14 (+2)
|-
| '''CON:''' || 12 (+1)
|-
| '''INT:''' || 10 (+0)
|-
| '''WIS:''' || 16 (+3)
|-
| '''CHA:''' || 8 (-1)
|}
<br>
'''Saving Throws:''' Wis +5
<br>
'''Skills:''' Stealth +4, Perception +5
<br>
'''Damage Resistances:''' Bludgeoning, Piercing, and Slashing from nonmagical attacks
<br>
'''Senses:''' Darkvision 60 ft., passive Perception 15
<br>
'''Languages:''' Understands Common but cannot speak
'''Spellcasting'''
<br>
Lif is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Lif has the following spells prepared:
<br>
'''Cantrips (at will):''' Thorn Whip, Druidcraft
'''1st level (4 slots):''' Cure Wounds, Entangle, Healing Word
'''2nd level (3 slots):''' Barkskin, Hold Person
'''Healing Aura (Recharge 5-6):''' As a bonus action, Lif can emit a soothing aura of healing energy in a 15-foot radius centered on itself. Each creature of Lif's choice in that area regains hit points equal to 2d8 + 3.
<br>
'''Actions'''
<br>
'''Thorn Whip:''' Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 13 Strength saving throw or be pulled up to 10 feet closer to Lif.
'''Entangle (Recharge 5-6):''' Lif magically sprouts vines and thorns in a 15-foot radius centered on itself. Each creature in that area must succeed on a DC 13 Strength saving throw or be restrained by the entangling plants until the start of Lif's next turn. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success.
381d457d228edafc244d37f9dfb39dde7c10ab68
319
313
2024-04-14T20:02:30Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Lif.png|frame|left]]
One of four possible [[homunculi]]. Comprised of a curious amalgamation of flesh and flora, Lif's form defies conventional classification, blending elements of the natural world with arcane artifice in a mesmerizing display of alchemical mastery.
== Physical Appearance ==
At first glance, Lif bears a striking resemblance to a canine creature, with a sleek and sinewy form reminiscent of a hunting dog. However, upon closer inspection, its true nature becomes apparent. Instead of fur, Lif's body is covered in a patchwork of verdant foliage, intricately intertwined with supple, fleshy tissue. Vines and tendrils coil around its limbs and torso, forming a natural armor that melds seamlessly with its organic form.
Lif's features are sharp and angular, with pointed ears that twitch at the slightest sound and piercing eyes that gleam with an otherworldly intelligence. Its muzzle is adorned with delicate floral patterns, and its teeth—sharp and serrated—are more akin to thorns than canine incisors. Despite its fearsome appearance, there is an undeniable grace and elegance to Lif's form, as if it were a living sculpture crafted by a master artist.
<br>
<br>
<br>
== Stat Block ==
{| class="wikitable"
|+ ''Lif, the Flora-Flesh Homunculus''
|-
| Medium construct, || neutral
|-
| '''Armor Class''' || 15 (natural armor)
|-
| '''Hit Points''' || 78 (12d8+24)
|-
| '''Speed''' || 30 ft.
|-
|}
{| class="wikitable"
|+ Stats
|-
! Stat !! Score
|-
| '''STR:''' || 10 (+0)
|-
| '''DEX:''' || 14 (+2)
|-
| '''CON:''' || 12 (+1)
|-
| '''INT:''' || 10 (+0)
|-
| '''WIS:''' || 16 (+3)
|-
| '''CHA:''' || 8 (-1)
|}
<br>
'''Saving Throws:''' Wis +5
<br>
'''Skills:''' Stealth +4, Perception +5
<br>
'''Damage Resistances:''' Bludgeoning, Piercing, and Slashing from nonmagical attacks
<br>
'''Senses:''' Darkvision 60 ft., passive Perception 15
<br>
'''Languages:''' Understands Common but cannot speak
'''Spellcasting'''
<br>
Lif is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Lif has the following spells prepared:
<br>
'''Cantrips (at will):''' Thorn Whip, Druidcraft
<br>
'''1st level (4 slots):''' Cure Wounds, Entangle, Healing Word
<br>
'''2nd level (3 slots):''' Barkskin, Hold Person
<br>
'''Healing Aura (Recharge 5-6):''' As a bonus action, Lif can emit a soothing aura of healing energy in a 15-foot radius centered on itself. Each creature of Lif's choice in that area regains hit points equal to 2d8 + 3.
<br>
'''Actions'''
<br>
'''Thorn Whip:''' Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 13 Strength saving throw or be pulled up to 10 feet closer to Lif.
'''Entangle (Recharge 5-6):''' Lif magically sprouts vines and thorns in a 15-foot radius centered on itself. Each creature in that area must succeed on a DC 13 Strength saving throw or be restrained by the entangling plants until the start of Lif's next turn. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success.
d7577071fb3f434e240108f71e300392f7ebbcfb
File:Verrus.png
6
116
314
2024-04-14T19:57:03Z
Dnavas
2
wikitext
text/x-wiki
verrus
b5adcb9d6d7013f9bbe219df41eb7c42b4a9b6c5
The Verrus Codex
0
117
315
2024-04-14T19:59:48Z
Dnavas
2
Created page with "[[File:Verrus.png|frame|left]] The Verrus Codex is a legendary grimoire shrouded in mystery and intrigue, said to contain the ancient secrets of homunculi creation. Regarded as a cornerstone of alchemical knowledge, this elusive tome has captured the imaginations of scholars, sorcerers, and seekers of arcane wisdom for centuries. == Authorship and Origins == The origins of The Verrus Codex are veiled in uncertainty, with its authorship attributed to the enigmatic figur..."
wikitext
text/x-wiki
[[File:Verrus.png|frame|left]]
The Verrus Codex is a legendary grimoire shrouded in mystery and intrigue, said to contain the ancient secrets of homunculi creation. Regarded as a cornerstone of alchemical knowledge, this elusive tome has captured the imaginations of scholars, sorcerers, and seekers of arcane wisdom for centuries.
== Authorship and Origins ==
The origins of The Verrus Codex are veiled in uncertainty, with its authorship attributed to the enigmatic figure known only as Verrus. Little is known about the identity of Verrus, and speculation abounds regarding their true nature and origins. Some scholars believe Verrus to be a legendary alchemist of antiquity, while others consider them to be a fictional persona created to veil the true author's identity.
== Contents and Secrets ==
The Verrus Codex is rumored to contain a wealth of knowledge on the creation, maintenance, and manipulation of [[homunculi]] — artificial beings crafted through alchemical means. Within its pages are detailed instructions, intricate formulas, and arcane rituals for imbuing life force and consciousness into inanimate matter, bringing homunculi into existence.
== Legacy and Influence ==
Despite its elusive nature, The Verrus Codex has left an indelible mark on the world of alchemy and magic. Its teachings have inspired generations of alchemists and scholars to explore the boundaries of their craft, pushing the limits of human knowledge and understanding. The quest for the Codex continues to captivate the minds of those who seek to unlock the mysteries of homunculi creation and unravel the secrets of the arcane.
== Controversy and Speculation ==
The authenticity of The Verrus Codex has been a subject of debate among scholars at the [[alchemist guild]] and historians, with some questioning its validity and others dismissing it as a work of fiction or fantasy. Skeptics argue that the Codex is merely a myth, a legend born from the imaginations of storytellers and mythmakers. However, for those who believe in its existence, The Verrus Codex remains a tantalizing enigma—a beacon of knowledge and power waiting to be uncovered by those brave enough to seek it out.
9859704e96c5763a40df41604b9dfac39af1b2a7
316
315
2024-04-14T20:00:16Z
Dnavas
2
/* Controversy and Speculation */
wikitext
text/x-wiki
[[File:Verrus.png|frame|left]]
The Verrus Codex is a legendary grimoire shrouded in mystery and intrigue, said to contain the ancient secrets of homunculi creation. Regarded as a cornerstone of alchemical knowledge, this elusive tome has captured the imaginations of scholars, sorcerers, and seekers of arcane wisdom for centuries.
== Authorship and Origins ==
The origins of The Verrus Codex are veiled in uncertainty, with its authorship attributed to the enigmatic figure known only as Verrus. Little is known about the identity of Verrus, and speculation abounds regarding their true nature and origins. Some scholars believe Verrus to be a legendary alchemist of antiquity, while others consider them to be a fictional persona created to veil the true author's identity.
== Contents and Secrets ==
The Verrus Codex is rumored to contain a wealth of knowledge on the creation, maintenance, and manipulation of [[homunculi]] — artificial beings crafted through alchemical means. Within its pages are detailed instructions, intricate formulas, and arcane rituals for imbuing life force and consciousness into inanimate matter, bringing homunculi into existence.
== Legacy and Influence ==
Despite its elusive nature, The Verrus Codex has left an indelible mark on the world of alchemy and magic. Its teachings have inspired generations of alchemists and scholars to explore the boundaries of their craft, pushing the limits of human knowledge and understanding. The quest for the Codex continues to captivate the minds of those who seek to unlock the mysteries of homunculi creation and unravel the secrets of the arcane.
== Controversy and Speculation ==
The authenticity of The Verrus Codex has been a subject of debate among scholars at the [[Alchemist Guild|alchemist guild]] and historians, with some questioning its validity and others dismissing it as a work of fiction or fantasy. Skeptics argue that the Codex is merely a myth, a legend born from the imaginations of storytellers and mythmakers. However, for those who believe in its existence, The Verrus Codex remains a tantalizing enigma—a beacon of knowledge and power waiting to be uncovered by those brave enough to seek it out.
9cd84c4653769d5348ae4db54d88351943d0d703
317
316
2024-04-14T20:00:35Z
Dnavas
2
Protected "[[The Verrus Codex]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Verrus.png|frame|left]]
The Verrus Codex is a legendary grimoire shrouded in mystery and intrigue, said to contain the ancient secrets of homunculi creation. Regarded as a cornerstone of alchemical knowledge, this elusive tome has captured the imaginations of scholars, sorcerers, and seekers of arcane wisdom for centuries.
== Authorship and Origins ==
The origins of The Verrus Codex are veiled in uncertainty, with its authorship attributed to the enigmatic figure known only as Verrus. Little is known about the identity of Verrus, and speculation abounds regarding their true nature and origins. Some scholars believe Verrus to be a legendary alchemist of antiquity, while others consider them to be a fictional persona created to veil the true author's identity.
== Contents and Secrets ==
The Verrus Codex is rumored to contain a wealth of knowledge on the creation, maintenance, and manipulation of [[homunculi]] — artificial beings crafted through alchemical means. Within its pages are detailed instructions, intricate formulas, and arcane rituals for imbuing life force and consciousness into inanimate matter, bringing homunculi into existence.
== Legacy and Influence ==
Despite its elusive nature, The Verrus Codex has left an indelible mark on the world of alchemy and magic. Its teachings have inspired generations of alchemists and scholars to explore the boundaries of their craft, pushing the limits of human knowledge and understanding. The quest for the Codex continues to captivate the minds of those who seek to unlock the mysteries of homunculi creation and unravel the secrets of the arcane.
== Controversy and Speculation ==
The authenticity of The Verrus Codex has been a subject of debate among scholars at the [[Alchemist Guild|alchemist guild]] and historians, with some questioning its validity and others dismissing it as a work of fiction or fantasy. Skeptics argue that the Codex is merely a myth, a legend born from the imaginations of storytellers and mythmakers. However, for those who believe in its existence, The Verrus Codex remains a tantalizing enigma—a beacon of knowledge and power waiting to be uncovered by those brave enough to seek it out.
9cd84c4653769d5348ae4db54d88351943d0d703
Vanilmirth
0
118
320
2024-04-14T20:06:32Z
Dnavas
2
Created page with "[[File:Vanilmirth.png|frame|left]] Vanilmirth, the Crystal-Flesh Homunculus, embodies a mesmerizing fusion of organic tissue and crystalline essence, evoking an aura of otherworldly allure. Somewhat wolf-like in silhouette but adorned with angular and jagged features, its form exudes an eerie ethereal elegance that captivates the eye."
wikitext
text/x-wiki
[[File:Vanilmirth.png|frame|left]]
Vanilmirth, the Crystal-Flesh Homunculus, embodies a mesmerizing fusion of organic tissue and crystalline essence, evoking an aura of otherworldly allure. Somewhat wolf-like in silhouette but adorned with angular and jagged features, its form exudes an eerie ethereal elegance that captivates the eye.
e4234e756366bdff7f6b449e537b0ef7abb10334
321
320
2024-04-14T20:11:36Z
Dnavas
2
wikitext
text/x-wiki
[[File:Vanilmirth.png|frame|left]]
Vanilmirth, the Crystal-Flesh [[homunculi|homunculus]], embodies a mesmerizing fusion of organic tissue and crystalline essence, evoking an aura of otherworldly allure. Somewhat wolf-like in silhouette but adorned with angular and jagged features, its form exudes an eerie ethereal elegance that captivates the eye.
e1d2b3b0dcb3d76ee969af17e06fae325f0d0022
322
321
2024-04-14T20:14:43Z
Dnavas
2
wikitext
text/x-wiki
[[File:Vanilmirth.png|frame|left]]
Vanilmirth, the Crystal-Flesh [[homunculi|homunculus]], embodies a mesmerizing fusion of organic tissue and crystalline essence, evoking an aura of otherworldly allure. Somewhat wolf-like in silhouette but adorned with angular and jagged features, its form exudes an eerie ethereal elegance that captivates the eye.
== Stat Block ==
<br>
{| class="wikitable"
|+ ''Lif, the Flora-Flesh Homunculus''
|-
| Medium construct, || neutral
|-
| '''Armor Class''' || 16 (natural armor)
|-
| '''Hit Points''' || 67 (9d8+27)
|-
| '''Speed''' || 40 ft.
|-
|}
{| class="wikitable"
|+ Stats
|-
! Stat !! Score
|-
| '''STR:''' || 14 (+2)
|-
| '''DEX:''' || 16 (+3)
|-
| '''CON:''' || 16 (+3)
|-
| '''INT:''' || 12 (+1)
|-
| '''WIS:''' || 14 (+2)
|-
| '''CHA:''' || 10 (+0)
|}
6443914ea48f66aeb34bb100867aeed3fe8f7f0a
323
322
2024-04-14T20:15:25Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Vanilmirth.png|frame|left]]
Vanilmirth, the Crystal-Flesh [[homunculi|homunculus]], embodies a mesmerizing fusion of organic tissue and crystalline essence, evoking an aura of otherworldly allure. Somewhat wolf-like in silhouette but adorned with angular and jagged features, its form exudes an eerie ethereal elegance that captivates the eye.
== Stat Block ==
<br>
{| class="wikitable"
|+ ''Vanilmirth, the Crystalline Homunculus''
|-
| Medium construct, || neutral
|-
| '''Armor Class''' || 16 (natural armor)
|-
| '''Hit Points''' || 67 (9d8+27)
|-
| '''Speed''' || 40 ft.
|-
|}
{| class="wikitable"
|+ Stats
|-
! Stat !! Score
|-
| '''STR:''' || 14 (+2)
|-
| '''DEX:''' || 16 (+3)
|-
| '''CON:''' || 16 (+3)
|-
| '''INT:''' || 12 (+1)
|-
| '''WIS:''' || 14 (+2)
|-
| '''CHA:''' || 10 (+0)
|}
8f762a82ba8a76f8d82e84181365d60a553af3fe
324
323
2024-04-14T20:17:40Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Vanilmirth.png|frame|left]]
Vanilmirth, the Crystal-Flesh [[homunculi|homunculus]], embodies a mesmerizing fusion of organic tissue and crystalline essence, evoking an aura of otherworldly allure. Somewhat wolf-like in silhouette but adorned with angular and jagged features, its form exudes an eerie ethereal elegance that captivates the eye.
== Stat Block ==
<br>
{| class="wikitable"
|+ ''Vanilmirth, the Crystalline Homunculus''
|-
| Medium construct, || neutral
|-
| '''Armor Class''' || 16 (natural armor)
|-
| '''Hit Points''' || 67 (9d8+27)
|-
| '''Speed''' || 40 ft.
|-
|}
{| class="wikitable"
|+ Stats
|-
! Stat !! Score
|-
| '''STR:''' || 14 (+2)
|-
| '''DEX:''' || 16 (+3)
|-
| '''CON:''' || 16 (+3)
|-
| '''INT:''' || 12 (+1)
|-
| '''WIS:''' || 14 (+2)
|-
| '''CHA:''' || 10 (+0)
|}
<br>
'''Saving Throws:''' Dex +5, Con +5
<br>
'''Skills:''' Stealth +5
<br>
'''Damage Resistances:''' Psychic
<br>
'''Condition Immunities:''' Poisoned
<br>
'''Senses:''' Darkvision 60 ft., passive Perception 12
<br>
'''Languages:''' understands all languages but can't speak
<br>
'''Crystal Shard Form:''' Vanilmirth's body is composed of razor-sharp crystal shards. Any creature that starts its turn within 5 feet of Vanilmirth takes 5 (1d10) slashing damage.
<br>
'''Multiattack:''' Vanilmirth makes two Crystal Shard attacks.
'''Crystal Shard:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
'''Crystal Barrage (Recharge 5-6):''' Vanilmirth unleashes a barrage of razor-sharp crystal shards in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one.
'''Shattered Reflection (Recharge 6):''' Vanilmirth shatters its crystalline form, scattering its shards in a 10-foot radius around it. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) slashing damage on a failed save, or half as much damage on a successful one. Additionally, each creature affected by this ability becomes restrained until the start of Vanilmirth's next turn.
276b3870dbc0aab9f8249e2260de4e4fbf25af74
Rilif
0
119
326
2024-04-14T20:49:14Z
Dnavas
2
Created page with "[[File:Rilif.png|left|frame]] Rilif appears as a macabre amalgamation of bone and viscous goo, its form resembling that of a bird, albeit with a grotesque twist. Its skeletal frame is adorned with patches of flesh, clinging to the bones like tattered rags. Its eye sockets glow with a faint, malevolent light, and its beak drips with oozing, black ichor. Despite this, Rilif moves with an unsettling grace and agility, its movements fluid and predatory as it takes to the air..."
wikitext
text/x-wiki
[[File:Rilif.png|left|frame]]
Rilif appears as a macabre amalgamation of bone and viscous goo, its form resembling that of a bird, albeit with a grotesque twist. Its skeletal frame is adorned with patches of flesh, clinging to the bones like tattered rags. Its eye sockets glow with a faint, malevolent light, and its beak drips with oozing, black ichor. Despite this, Rilif moves with an unsettling grace and agility, its movements fluid and predatory as it takes to the air on tattered wings of bone.
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327
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2024-04-14T20:49:55Z
Dnavas
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wikitext
text/x-wiki
[[File:Rilif.png|left|frame]]
Rilif appears as a macabre amalgamation of bone and viscous goo, its form resembling that of a bird, albeit with a grotesque twist. Its skeletal frame is adorned with patches of flesh, clinging to the bones like tattered rags. Its eye sockets glow with a faint, malevolent light, and its beak drips with oozing, black ichor. Despite this, the [[homunculi|homunculus]] moves with an unsettling grace and agility, its movements fluid and predatory as it takes to the air on tattered wings of bone.
fd9d9ca96f42292c723482d9a0fb2f76037d6353
330
327
2024-04-15T19:35:26Z
Dnavas
2
wikitext
text/x-wiki
[[File:Rilif.png|left|frame]]
Rilif appears as a macabre amalgamation of bone and viscous goo, its form resembling that of a bird, albeit with a grotesque twist. Its skeletal frame is adorned with patches of flesh, clinging to the bones like tattered rags. Its eye sockets glow with a faint, malevolent light, and its beak drips with oozing, black ichor. Despite this, the [[homunculi|homunculus]] moves with an unsettling grace and agility, its movements fluid and predatory as it takes to the air on tattered wings of bone.
== Stat Block ==
<br>
{| class="wikitable"
|+ ''Rilif, the Ectoplasmic Homunculus''
|-
| Medium construct, || neutral
|-
| '''Armor Class''' || 15 (natural armor)
|-
| '''Hit Points''' || 75 (10d8+30)
|-
| '''Speed''' || 30 ft., fly 60 ft.
|-
|}
{| class="wikitable"
|+ Stats
|-
! Stat !! Score
|-
| '''STR:''' || 12 (+1)
|-
| '''DEX:''' || 18 (+4)
|-
| '''CON:''' || 16 (+3)
|-
| '''INT:''' || 6 (-2)
|-
| '''WIS:''' || 10 (+0)
|-
| '''CHA:''' || 8 (-1)
|}
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331
330
2024-04-15T19:37:31Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Rilif.png|left|frame]]
Rilif appears as a macabre amalgamation of bone and viscous goo, its form resembling that of a bird, albeit with a grotesque twist. Its skeletal frame is adorned with patches of flesh, clinging to the bones like tattered rags. Its eye sockets glow with a faint, malevolent light, and its beak drips with oozing, black ichor. Despite this, the [[homunculi|homunculus]] moves with an unsettling grace and agility, its movements fluid and predatory as it takes to the air on tattered wings of bone.
== Stat Block ==
<br>
{| class="wikitable"
|+ ''Rilif, the Ectoplasmic Homunculus''
|-
| Medium construct, || neutral
|-
| '''Armor Class''' || 15 (natural armor)
|-
| '''Hit Points''' || 75 (10d8+30)
|-
| '''Speed''' || 30 ft., fly 60 ft.
|-
|}
{| class="wikitable"
|+ Stats
|-
! Stat !! Score
|-
| '''STR:''' || 12 (+1)
|-
| '''DEX:''' || 18 (+4)
|-
| '''CON:''' || 16 (+3)
|-
| '''INT:''' || 6 (-2)
|-
| '''WIS:''' || 10 (+0)
|-
| '''CHA:''' || 8 (-1)
|}
<br>
'''Skills:''' Stealth +7, Acrobatics +7
'''Damage Resistances:''' Necrotic, Poison
'''Condition Immunities:''' Poisoned
'''Senses:''' Darkvision 60 ft., passive Perception 10
'''Languages:''' Understands Common but cannot speak
'''Challenge:''' 5 (1,800 XP)
'''Agile Flight:''' Rilif can take the Disengage action as a bonus action on each of its turns.
'''Ethereal Striker:''' Rilif's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
<br>
<br>
Actions
<br>
'''Multiattack:''' Rilif makes two attacks: one with its beak and one with its claws.
'''Beak:''' Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
'''Claws:''' Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
'''Bone Shards (Recharge 5-6):''' Rilif unleashes a flurry of bone shards in a 20-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one.
adb241ca81fe7457e54918b515dc98a57da9d1e0
File:Amistar2.png
6
120
332
2024-04-15T19:40:50Z
Dnavas
2
wikitext
text/x-wiki
amistar
1f9d2585a9d1ab93cde86efef7b8f48a69332114
Alberta
0
89
334
239
2024-04-16T12:59:05Z
Dnavas
2
/* Landmarks and Attractions */
wikitext
text/x-wiki
[[File:Alberta.png|frame|left]]
= Overview =
Alberta is a bustling port city located on the coast of [[Rune Midgard]], serving as a vital gateway to numerous cities across the wide seas. Renowned for its bustling trading industry, Alberta is home to the prestigious [[Merchant Guild]] and stands as one of the original settlements in the kingdom.
== History ==
Founded centuries ago as a humble trading post, Alberta quickly grew into a thriving port city, thanks to its strategic location and access to lucrative trade routes. The city's prosperity attracted merchants and traders from far and wide, transforming it into a bustling hub of commerce and industry.
== Geography ==
Alberta is situated at the end of [[Terrengar Forest]], which lies between Payon and Alberta. The city is surrounded by dense forest to one side and open seas to the other, with the cool ocean breeze prevailing throughout the area. Offshore, smaller islands, including Orogus Island, dot the waters near Alberta, offering additional opportunities for trade and exploration.
== Economy ==
The economy of Alberta revolves primarily around maritime trade, with the city's bustling port serving as a vital nexus for goods and commodities flowing in and out of the kingdom. The Merchant Guild, headquartered in Alberta, plays a central role in facilitating trade agreements, negotiating contracts, and overseeing the exchange of goods between merchants and traders.
== Culture and Society ==
Alberta boasts a diverse and vibrant culture, shaped by the myriad influences of its residents and visitors from across the kingdom and beyond. The city's bustling markets, colorful festivals, and lively waterfront promenades offer a glimpse into its rich tapestry of traditions and customs. Residents of Alberta are known for their hospitality and entrepreneurial spirit, embodying the kingdom's ethos of prosperity and opportunity.
== Landmarks and Attractions==
* The Merchant Guild Hall: The imposing headquarters of the Merchant Guild, where traders and merchants gather to conduct business and negotiate deals.
* Terrengar Forest: A lush expanse of woodland that surrounds Alberta.
* Orogus Island: A picturesque island located offshore Alberta, known for its stunning beaches, crystal-clear waters, and abundant marine life, making it a popular destination for tourists and adventurers alike.
* [[Island of Veria]]: Steeped in legend and intrigue, this secluded island is renowned for its natural beauty and hidden treasures.
== Transportation ==
Alberta is well-connected to other cities and settlements across the kingdom through a network of trade routes and maritime transportation. The city's bustling port serves as a hub for ships and vessels of all sizes, ferrying goods and passengers to destinations near and far.
== Value to House Voulroreth ==
As one of their territories, Alberta's strategic position between [[Payon]] and the open sea makes it an ideal location for military operations and defensive maneuvers. The city's fortified port and surrounding terrain offer natural defenses against external threats, allowing [[House Voulroreth]] to maintain a strong military presence in the region. By controlling Alberta, House Voulroreth can project power and influence across the western coast of the kingdom, deterring potential adversaries and safeguarding its interests against encroachment.
b345364849225fe347c7690c1defabbf49196af1
File:Veria.png
6
121
335
2024-04-16T13:00:03Z
Dnavas
2
wikitext
text/x-wiki
veria
d5c83357f2f406ae4dfe18539afca84055bb94e1
Island of Veria
0
122
336
2024-04-16T13:04:08Z
Dnavas
2
Created page with "[[File:Veria.png|frame|left]] <br> Veria is a mysterious and enchanting island located off the coast of [[Alberta]] in [[Rune Midgard]]. Steeped in legend and intrigue, this secluded island is renowned for its natural beauty and hidden treasures. == Geography == Veria is characterized by its lush tropical landscape, pristine beaches, and towering cliffs. The island is relatively small in size but boasts a diverse array of ecosystems, ranging from dense jungle forests t..."
wikitext
text/x-wiki
[[File:Veria.png|frame|left]]
<br>
Veria is a mysterious and enchanting island located off the coast of [[Alberta]] in [[Rune Midgard]]. Steeped in legend and intrigue, this secluded island is renowned for its natural beauty and hidden treasures.
== Geography ==
Veria is characterized by its lush tropical landscape, pristine beaches, and towering cliffs. The island is relatively small in size but boasts a diverse array of ecosystems, ranging from dense jungle forests to sprawling coral reefs teeming with marine life.
At the heart of the island lies the legendary "Veria's Palm," a unique geological formation shaped like a giant open hand made entirely of coral. This natural wonder is a sight to behold, drawing visitors from far and wide who come to marvel at its beauty and speculate on its origins.
== Legends and Lore ==
The island is steeped in legends of ancient pirate treasure buried deep within its rugged terrain. According to local folklore, a notorious pirate captain once hid his vast fortune within the labyrinthine caverns that riddle the island's interior. Despite countless attempts to uncover the treasure, none have succeeded, and the whereabouts of the pirate's riches remain shrouded in mystery.
== Veria's Palm ==
The centerpiece of the island, Veria's Palm, is a marvel of nature and a source of fascination for explorers and scholars alike. The coral formation, resembling a giant open hand with fingers outstretched, is believed to be millions of years old, a testament to the island's ancient and storied past.
Local legends speak of Veria, a goddess said to have sculpted the coral formation with her divine powers as a symbol of protection and guidance for sailors navigating the treacherous waters surrounding the island.
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Main Page
0
1
337
285
2024-04-16T13:46:56Z
Dnavas
2
/* Welcome to Estecia */
wikitext
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[[File:Logo54.png|frameless|center]]
<center>
= Welcome to Estecia =
</center>
<center>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses|high houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—[[Auriel House|Auriel]], [[Rathos House|Rathos]], [[Gauthwin House|Gauthwin]], or [[Olivier House|Olivier]]—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, which of the [[High Houses|high houses]] they're a subject of, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy. Possible locations your character could be from include:
** [[Al de Baran]]
** [[Alberta]]
** [[Geffen]]
** [[Izlude]]
** [[Morroc]]
** [[Payon]]
** [[Prontera]]
<br>
<center>
'''Quick Links'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
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338
337
2024-04-16T13:47:54Z
Dnavas
2
/* Welcome to Estecia */
wikitext
text/x-wiki
[[File:Logo54.png|frameless|center]]
<center>
= Welcome to Estecia =
</center>
<center>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses|high houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—[[Auriel House|Auriel]], [[Rathos House|Rathos]], [[Gauthwin House|Gauthwin]], or [[Olivier House|Olivier]]—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, which of the [[High Houses|high houses]] they're a subject of, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy. Possible locations your character could be from include:
** [[Al de Baran]]
** [[Alberta]]
** [[Geffen]]
** [[Izlude]]
** [[Morroc]]
** [[Payon]]
** [[Prontera]]
<br>
<center>
'''Quick Links'''
{| class="wikitable"
|-
| [[Rune Midgard]] || [[High Houses]] || [[Wulfram and Wayne]]
|}
</center>
e4f443f54d09b1c6c7fde24ab56ebd7d9b02a7db
Wulfram and Wayne
0
37
339
271
2024-04-16T18:21:47Z
Dnavas
2
wikitext
text/x-wiki
[[File:Wwaerial.png|frame|left]]
== Founding and Legacy ==
For over several hundred years, the prestigious magical academy of Wulfram and Wayne has stood as a beacon of learning and enlightenment in the realm of sorcery. Founded by the illustrious wizards [[Atticus Wulfram]] and [[Mathias Wayne]], the school has nurtured the talents of countless generations of aspiring mages, shaping them into masters of the arcane arts from the moment they disembark from [[The Skyward Serpent]]. While at the school, student's not only learn to master the arcane, but also participate in [[Wulfram and Wayne Events|events]] where they bond with fellow students.
== House System ==
Central to the school's ethos is its division into four distinct houses, each named after legendary creatures of myth and magic. Students are sorted into these houses upon their arrival at the academy, where they form lifelong bonds with their fellow housemates and engage in friendly competition and camaraderie.
* [[Auriel House]]: Represented by the graceful and ethereal fairy, Auriel House embodies the virtues of creativity, intuition, and enchantment.
* [[Rathos House]]: Symbolized by the cunning and industrious spider, Rathos House values cunning, resourcefulness, and determination.
* [[Gauthwin House]]: Adorned with the majestic and noble griffin, Gauthwin House prioritizes courage, loyalty, and strength.
* [[Olivier House]]: Represented by the wise and observant owl, Olivier House esteems wisdom, knowledge, and intellect above all else.
== Academic Excellence ==
From its humble beginnings as a small enclave of magical scholars to its present-day status as the foremost institutions of magical learning, Wulfram and Wayne has remained dedicated to its mission of fostering the next generation of magic users. Students embark on a journey of discovery and self-discovery, honing their magical talents and forging lifelong friendships that transcend the boundaries of time and space.
== Enduring Tradition ==
As the legacy of Atticus Wulfram and Matthias Wayne continues to inspire future generations of magic users, the halls of Wulfram and Wayne echo with the whispers of ancient spells and the promise of limitless potential. The school remains a cornerstone of magical education, its name synonymous with excellence and innovation in the realm of sorcery.
== Academia ==
At Wulfram and Wayne, academic rigor is the cornerstone of magical education. Students are challenged to delve into the depths of magical theory, hone their spellcasting skills, and push the boundaries of their magical knowledge. Each one of Wulfram and Wayne's [[classes]] is designed to provide a comprehensive understanding of magical principles, from the intricacies of spellcasting to the ethical considerations of wielding arcane power.
Under the guidance of esteemed faculty members, students engage in rigorous coursework, hands-on experiments, and collaborative projects that foster critical thinking, creativity, and intellectual curiosity. From mastering complex incantations to unraveling the mysteries of ancient runes, students are encouraged to push themselves beyond their limits and strive for academic excellence.
The curriculum at Wulfram and Wayne is carefully crafted to provide a balance of theoretical study and practical application, ensuring that students develop both a deep understanding of magical theory and the practical skills necessary to wield magic responsibly. With small class sizes and personalized attention from faculty mentors, students are empowered to explore their interests, pursue their passions, and unlock their full potential as skilled practitioners of the arcane arts.
As they progress through their studies, students face increasingly challenging coursework, culminating in advanced seminars, independent research projects, and practical exams that put their magical abilities to the test. Through dedication, perseverance, and a commitment to academic excellence, students at Wulfram and Wayne emerge as confident, capable, and knowledgeable spellcasters, ready to embark on their magical journey and make their mark on the world.
== Connection to [[Abaddon]] ==
Legend has it that the origins of Wulfram and Wayne, the prestigious magical academy, are intertwined with the mysterious depths of Abaddon, the bottomless pit that lies in the outskirts of [[Geffen]]'s lands. According to ancient texts and oral traditions passed down through generations, the founders of Wulfram and Wayne, Atticus Wulfram and Matthias Wayne, were renowned adventurers and scholars who embarked on a perilous journey into the depths of Abaddon in search of lost knowledge and arcane secrets.
It is said that Wulfram and Wayne discovered ancient relics and artifacts within the depths of Abaddon, relics imbued with immense magical power and hidden knowledge. These artifacts, rumored to have been created by the ancient sea deity [[Grethis]], held the key to unlocking new realms of magical understanding and enlightenment.
Upon their return from the depths of Abaddon, Wulfram and Wayne established their magical academy, drawing upon the wisdom and insights gleaned from their expedition. They sought to create a place where aspiring magic users could study the arcane arts, delve into the mysteries of magic, and unlock the secrets of the universe.
Over the centuries, the connection between Wulfram and Wayne and Abaddon has persisted, with the academy serving as a beacon of magical knowledge and enlightenment for students from across [[Rune Midgard]]. Scholars speculate that the artifacts retrieved from Abaddon still reside within the depths of the academy, hidden away in secret chambers and arcane vaults, waiting to be discovered by those brave enough to seek them out.
Despite the dangers posed by Abaddon and the mysteries that lie within its depths, the link between Wulfram and Wayne and the bottomless pit remains a source of fascination and intrigue for generations of students and scholars, inspiring tales of adventure, discovery, and the limitless potential of magic.
53128aeeeea51ad0553bc7400b4dff23e264a764
Wulfram and Wayne Events
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123
340
2024-04-16T18:52:25Z
Dnavas
2
Created page with "== Harvest Festival == The Harvest Festival at [[Wulfram and Wayne]] is a cherished tradition that marks the beginning of the fall semester. As the leaves begin to turn and the air becomes crisp with the promise of autumn, students and faculty alike come together to celebrate the bounty of the harvest season in a magical and enchanting atmosphere. The festival kicks off with a grand feast held in the Great Hall, where long tables are laden with an abundance of seasonal..."
wikitext
text/x-wiki
== Harvest Festival ==
The Harvest Festival at [[Wulfram and Wayne]] is a cherished tradition that marks the beginning of the fall semester. As the leaves begin to turn and the air becomes crisp with the promise of autumn, students and faculty alike come together to celebrate the bounty of the harvest season in a magical and enchanting atmosphere.
The festival kicks off with a grand feast held in the Great Hall, where long tables are laden with an abundance of seasonal delights. Students indulge in hearty stews, freshly baked bread, and decadent desserts, while laughter and lively conversation fill the air.
One of the highlights of the Harvest Festival is the annual [[Puddin']] Hunt, a beloved competition that tests the skills and cunning of new students. In this event, groups of five students are pitted against each other in a race to navigate an enchanted corn maze and locate the elusive Puddin's.
As students venture deeper into the maze, they must use their wits and teamwork to overcome obstacles and outmaneuver their rivals. Along the way, they encounter friendly Puddin's who offer hints and guidance, as well as cunning traps set by mischievous Puddin's intent on leading them astray.
The goal of the Puddin' Hunt is to collect as many Puddin's as possible and safely navigate the maze to the exit. The team that emerges victorious with the most Puddin's is awarded the coveted title of Puddin' Champions and earns bragging rights for the rest of the semester.
The Harvest Festival at Wulfram and Wayne is not only a time for feasting and festivities but also an opportunity for new students to forge bonds of friendship and camaraderie as they embark on their magical journey together.
== Winter Solstice Ball ==
== Spring Symposium ==
== Midsummer Masquerade ==
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2024-04-16T19:09:40Z
Dnavas
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wikitext
text/x-wiki
== Harvest Festival ==
[[File:Harvest1.png|frame|left]]
The Harvest Festival at [[Wulfram and Wayne]] is a cherished tradition that marks the beginning of the fall semester. As the leaves begin to turn and the air becomes crisp with the promise of autumn, students and faculty alike come together to celebrate the bounty of the harvest season in a magical and enchanting atmosphere.
The festival kicks off with a grand feast held in the Great Hall, where long tables are laden with an abundance of seasonal delights. Students indulge in hearty stews, freshly baked bread, and decadent desserts, while laughter and lively conversation fill the air.
One of the highlights of the Harvest Festival is the annual [[Puddin']] Hunt, a beloved competition that tests the skills and cunning of new students. In this event, groups of five students are pitted against each other in a race to navigate an enchanted corn maze and locate the elusive Puddin's.
As students venture deeper into the maze, they must use their wits and teamwork to overcome obstacles and outmaneuver their rivals. Along the way, they encounter friendly Puddin's who offer hints and guidance, as well as cunning traps set by mischievous Puddin's intent on leading them astray.
The goal of the Puddin' Hunt is to collect as many Puddin's as possible and safely navigate the maze to the exit. The team that emerges victorious with the most Puddin's is awarded the coveted title of Puddin' Champions and earns bragging rights for the rest of the semester.
The Harvest Festival at Wulfram and Wayne is not only a time for feasting and festivities but also an opportunity for new students to forge bonds of friendship and camaraderie as they embark on their magical journey together.
== Winter Solstice Ball ==
[[File:Winter1.png|frame|right]]
== Spring Symposium ==
== Midsummer Masquerade ==
90849ea087a4606d5dbf39eef59a17dab9ea127b
347
345
2024-04-16T19:13:35Z
Dnavas
2
/* Spring Symposium */
wikitext
text/x-wiki
== Harvest Festival ==
[[File:Harvest1.png|frame|left]]
The Harvest Festival at [[Wulfram and Wayne]] is a cherished tradition that marks the beginning of the fall semester. As the leaves begin to turn and the air becomes crisp with the promise of autumn, students and faculty alike come together to celebrate the bounty of the harvest season in a magical and enchanting atmosphere.
The festival kicks off with a grand feast held in the Great Hall, where long tables are laden with an abundance of seasonal delights. Students indulge in hearty stews, freshly baked bread, and decadent desserts, while laughter and lively conversation fill the air.
One of the highlights of the Harvest Festival is the annual [[Puddin']] Hunt, a beloved competition that tests the skills and cunning of new students. In this event, groups of five students are pitted against each other in a race to navigate an enchanted corn maze and locate the elusive Puddin's.
As students venture deeper into the maze, they must use their wits and teamwork to overcome obstacles and outmaneuver their rivals. Along the way, they encounter friendly Puddin's who offer hints and guidance, as well as cunning traps set by mischievous Puddin's intent on leading them astray.
The goal of the Puddin' Hunt is to collect as many Puddin's as possible and safely navigate the maze to the exit. The team that emerges victorious with the most Puddin's is awarded the coveted title of Puddin' Champions and earns bragging rights for the rest of the semester.
The Harvest Festival at Wulfram and Wayne is not only a time for feasting and festivities but also an opportunity for new students to forge bonds of friendship and camaraderie as they embark on their magical journey together.
== Winter Solstice Ball ==
[[File:Winter1.png|frame|right]]
== Spring Symposium ==
[[File:Symposium.png|frame|left]]
== Midsummer Masquerade ==
5dabb5c4a6d657a156fccee17eafcc4470f69844
348
347
2024-04-16T19:14:44Z
Dnavas
2
wikitext
text/x-wiki
== Harvest Festival ==
[[File:Harvest1.png|frame|left]]
The Harvest Festival at [[Wulfram and Wayne]] is a cherished tradition that marks the beginning of the fall semester. As the leaves begin to turn and the air becomes crisp with the promise of autumn, students and faculty alike come together to celebrate the bounty of the harvest season in a magical and enchanting atmosphere.
The festival kicks off with a grand feast held in the Great Hall, where long tables are laden with an abundance of seasonal delights. Students indulge in hearty stews, freshly baked bread, and decadent desserts, while laughter and lively conversation fill the air.
One of the highlights of the Harvest Festival is the annual [[Puddin']] Hunt, a beloved competition that tests the skills and cunning of new students. In this event, groups of five students are pitted against each other in a race to navigate an enchanted corn maze and locate the elusive Puddin's.
As students venture deeper into the maze, they must use their wits and teamwork to overcome obstacles and outmaneuver their rivals. Along the way, they encounter friendly Puddin's who offer hints and guidance, as well as cunning traps set by mischievous Puddin's intent on leading them astray.
The goal of the Puddin' Hunt is to collect as many Puddin's as possible and safely navigate the maze to the exit. The team that emerges victorious with the most Puddin's is awarded the coveted title of Puddin' Champions and earns bragging rights for the rest of the semester.
The Harvest Festival at Wulfram and Wayne is not only a time for feasting and festivities but also an opportunity for new students to forge bonds of friendship and camaraderie as they embark on their magical journey together.
== Winter Solstice Ball ==
[[File:Winter1.png|frame|right]]
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
== Spring Symposium ==
[[File:Symposium.png|frame|left]]
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
== Midsummer Masquerade ==
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
d15ea8c6843cc2845cc99be242822e874caf7a24
349
348
2024-04-16T19:15:27Z
Dnavas
2
wikitext
text/x-wiki
== Harvest Festival ==
[[File:Harvest1.png|frame|left]]
The Harvest Festival at [[Wulfram and Wayne]] is a cherished tradition that marks the beginning of the fall semester. As the leaves begin to turn and the air becomes crisp with the promise of autumn, students and faculty alike come together to celebrate the bounty of the harvest season in a magical and enchanting atmosphere.
The festival kicks off with a grand feast held in the Great Hall, where long tables are laden with an abundance of seasonal delights. Students indulge in hearty stews, freshly baked bread, and decadent desserts, while laughter and lively conversation fill the air.
One of the highlights of the Harvest Festival is the annual [[Puddin']] Hunt, a beloved competition that tests the skills and cunning of new students. In this event, groups of five students are pitted against each other in a race to navigate an enchanted corn maze and locate the elusive Puddin's.
As students venture deeper into the maze, they must use their wits and teamwork to overcome obstacles and outmaneuver their rivals. Along the way, they encounter friendly Puddin's who offer hints and guidance, as well as cunning traps set by mischievous Puddin's intent on leading them astray.
The goal of the Puddin' Hunt is to collect as many Puddin's as possible and safely navigate the maze to the exit. The team that emerges victorious with the most Puddin's is awarded the coveted title of Puddin' Champions and earns bragging rights for the rest of the semester.
The Harvest Festival at Wulfram and Wayne is not only a time for feasting and festivities but also an opportunity for new students to forge bonds of friendship and camaraderie as they embark on their magical journey together.
== Winter Solstice Ball ==
[[File:Winter1.png|frame|right]]
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
== Spring Symposium ==
[[File:Symposium.png|frame|left]]
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
== Midsummer Masquerade ==
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
124eaa8f14d5adee621321b6707200a7275cc258
350
349
2024-04-16T19:47:52Z
Dnavas
2
/* Winter Solstice Ball */
wikitext
text/x-wiki
== Harvest Festival ==
[[File:Harvest1.png|frame|left]]
The Harvest Festival at [[Wulfram and Wayne]] is a cherished tradition that marks the beginning of the fall semester. As the leaves begin to turn and the air becomes crisp with the promise of autumn, students and faculty alike come together to celebrate the bounty of the harvest season in a magical and enchanting atmosphere.
The festival kicks off with a grand feast held in the Great Hall, where long tables are laden with an abundance of seasonal delights. Students indulge in hearty stews, freshly baked bread, and decadent desserts, while laughter and lively conversation fill the air.
One of the highlights of the Harvest Festival is the annual [[Puddin']] Hunt, a beloved competition that tests the skills and cunning of new students. In this event, groups of five students are pitted against each other in a race to navigate an enchanted corn maze and locate the elusive Puddin's.
As students venture deeper into the maze, they must use their wits and teamwork to overcome obstacles and outmaneuver their rivals. Along the way, they encounter friendly Puddin's who offer hints and guidance, as well as cunning traps set by mischievous Puddin's intent on leading them astray.
The goal of the Puddin' Hunt is to collect as many Puddin's as possible and safely navigate the maze to the exit. The team that emerges victorious with the most Puddin's is awarded the coveted title of Puddin' Champions and earns bragging rights for the rest of the semester.
The Harvest Festival at Wulfram and Wayne is not only a time for feasting and festivities but also an opportunity for new students to forge bonds of friendship and camaraderie as they embark on their magical journey together.
== Winter Solstice Ball ==
[[File:Winter1.png|frame|right]]
The Winter Solstice Ball is a highly anticipated event at [[Wulfram and Wayne]], marking the arrival of the winter season with a magical celebration that brings together students and faculty. Held in the grand ballroom of the academy, this enchanting soirée captivates attendees with its wondrous displays of winter magic and festive cheer.
== Spring Symposium ==
[[File:Symposium.png|frame|left]]
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
== Midsummer Masquerade ==
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
35d1df2811b82e9e1b050168ff6319723a04dff7
351
350
2024-04-16T19:51:19Z
Dnavas
2
/* Winter Solstice Ball */
wikitext
text/x-wiki
== Harvest Festival ==
[[File:Harvest1.png|frame|left]]
The Harvest Festival at [[Wulfram and Wayne]] is a cherished tradition that marks the beginning of the fall semester. As the leaves begin to turn and the air becomes crisp with the promise of autumn, students and faculty alike come together to celebrate the bounty of the harvest season in a magical and enchanting atmosphere.
The festival kicks off with a grand feast held in the Great Hall, where long tables are laden with an abundance of seasonal delights. Students indulge in hearty stews, freshly baked bread, and decadent desserts, while laughter and lively conversation fill the air.
One of the highlights of the Harvest Festival is the annual [[Puddin']] Hunt, a beloved competition that tests the skills and cunning of new students. In this event, groups of five students are pitted against each other in a race to navigate an enchanted corn maze and locate the elusive Puddin's.
As students venture deeper into the maze, they must use their wits and teamwork to overcome obstacles and outmaneuver their rivals. Along the way, they encounter friendly Puddin's who offer hints and guidance, as well as cunning traps set by mischievous Puddin's intent on leading them astray.
The goal of the Puddin' Hunt is to collect as many Puddin's as possible and safely navigate the maze to the exit. The team that emerges victorious with the most Puddin's is awarded the coveted title of Puddin' Champions and earns bragging rights for the rest of the semester.
The Harvest Festival at Wulfram and Wayne is not only a time for feasting and festivities but also an opportunity for new students to forge bonds of friendship and camaraderie as they embark on their magical journey together.
== Winter Solstice Ball ==
[[File:Winter1.png|frame|right]]
The Winter Solstice Ball is a highly anticipated event at [[Wulfram and Wayne]], marking the arrival of the winter season with a magical celebration that brings together students and faculty. Held in the grand ballroom of the academy, this enchanting soirée captivates attendees with its wondrous displays of winter magic and festive cheer.
Throughout the evening, guests are treated to a decadent array of seasonal delights and winter treats. Tables groan under the weight of delectable delicacies, including roasted chestnuts, spiced cider, and decadent chocolate truffles infused with hints of peppermint and cinnamon. The aroma of freshly baked gingerbread fills the air, tempting guests to indulge in a taste of holiday sweetness as they mingle and socialize with fellow attendees.
The Winter Solstice Ball is not just a feast for the senses but also a showcase of extraordinary talent and entertainment. Throughout the evening, guests are treated to live music, enchanting dance routines, and captivating magical demonstrations that fill the ballroom with joy and laughter. From traditional carols sung by the academy's choir to spellbinding displays of wizardry performed by the students who are the top of their house<ref>https://estecia.miraheze.org/wiki/Wulfram_and_Wayne#House_System</ref>, every moment is infused with the spirit of the season and the magic of the winter solstice.
== Spring Symposium ==
[[File:Symposium.png|frame|left]]
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
== Midsummer Masquerade ==
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
ab4173c1f47b0b2f2272ac71e889f0f452aeda12
352
351
2024-04-16T19:54:08Z
Dnavas
2
/* Spring Symposium */
wikitext
text/x-wiki
== Harvest Festival ==
[[File:Harvest1.png|frame|left]]
The Harvest Festival at [[Wulfram and Wayne]] is a cherished tradition that marks the beginning of the fall semester. As the leaves begin to turn and the air becomes crisp with the promise of autumn, students and faculty alike come together to celebrate the bounty of the harvest season in a magical and enchanting atmosphere.
The festival kicks off with a grand feast held in the Great Hall, where long tables are laden with an abundance of seasonal delights. Students indulge in hearty stews, freshly baked bread, and decadent desserts, while laughter and lively conversation fill the air.
One of the highlights of the Harvest Festival is the annual [[Puddin']] Hunt, a beloved competition that tests the skills and cunning of new students. In this event, groups of five students are pitted against each other in a race to navigate an enchanted corn maze and locate the elusive Puddin's.
As students venture deeper into the maze, they must use their wits and teamwork to overcome obstacles and outmaneuver their rivals. Along the way, they encounter friendly Puddin's who offer hints and guidance, as well as cunning traps set by mischievous Puddin's intent on leading them astray.
The goal of the Puddin' Hunt is to collect as many Puddin's as possible and safely navigate the maze to the exit. The team that emerges victorious with the most Puddin's is awarded the coveted title of Puddin' Champions and earns bragging rights for the rest of the semester.
The Harvest Festival at Wulfram and Wayne is not only a time for feasting and festivities but also an opportunity for new students to forge bonds of friendship and camaraderie as they embark on their magical journey together.
== Winter Solstice Ball ==
[[File:Winter1.png|frame|right]]
The Winter Solstice Ball is a highly anticipated event at [[Wulfram and Wayne]], marking the arrival of the winter season with a magical celebration that brings together students and faculty. Held in the grand ballroom of the academy, this enchanting soirée captivates attendees with its wondrous displays of winter magic and festive cheer.
Throughout the evening, guests are treated to a decadent array of seasonal delights and winter treats. Tables groan under the weight of delectable delicacies, including roasted chestnuts, spiced cider, and decadent chocolate truffles infused with hints of peppermint and cinnamon. The aroma of freshly baked gingerbread fills the air, tempting guests to indulge in a taste of holiday sweetness as they mingle and socialize with fellow attendees.
The Winter Solstice Ball is not just a feast for the senses but also a showcase of extraordinary talent and entertainment. Throughout the evening, guests are treated to live music, enchanting dance routines, and captivating magical demonstrations that fill the ballroom with joy and laughter. From traditional carols sung by the academy's choir to spellbinding displays of wizardry performed by the students who are the top of their house<ref>https://estecia.miraheze.org/wiki/Wulfram_and_Wayne#House_System</ref>, every moment is infused with the spirit of the season and the magic of the winter solstice.
== Spring Symposium ==
[[File:Symposium.png|frame|left]]
The Spring Symposium is a prestigious event held annually at [[Wulfram and Wayne]], dedicated to celebrating knowledge, innovation, and scholarly achievement. As the winter snows melt away and the promise of spring fills the air, students, faculty, and esteemed guests gather to showcase their research, share discoveries, and engage in intellectual discourse that spans a wide array of magical disciplines.
At the heart of the Spring Symposium are the scholarly presentations and research exhibitions, where students and faculty alike have the opportunity to showcase their academic endeavors and scholarly pursuits. Throughout the day, lecture halls and exhibition halls buzz with activity as attendees participate in panel discussions, attend academic presentations, and explore interactive exhibits that highlight the latest advancements in magical theory, spellcraft, alchemy, and more.
The Spring Symposium features keynote addresses and guest speakers who are leading figures in their respective fields of study. Renowned wizards, esteemed scholars, and esteemed practitioners of the arcane deliver inspiring talks and thought-provoking lectures that stimulate the mind and ignite the imagination. Topics range from cutting-edge research in magical engineering to ancient mysteries of lost civilizations, providing attendees with insights and perspectives that challenge conventional wisdom and expand the boundaries of magical knowledge.
== Midsummer Masquerade ==
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
0bb861af0b4e6274161260b3ac941d09062af6b5
354
352
2024-04-16T19:58:19Z
Dnavas
2
/* Midsummer Masquerade */
wikitext
text/x-wiki
== Harvest Festival ==
[[File:Harvest1.png|frame|left]]
The Harvest Festival at [[Wulfram and Wayne]] is a cherished tradition that marks the beginning of the fall semester. As the leaves begin to turn and the air becomes crisp with the promise of autumn, students and faculty alike come together to celebrate the bounty of the harvest season in a magical and enchanting atmosphere.
The festival kicks off with a grand feast held in the Great Hall, where long tables are laden with an abundance of seasonal delights. Students indulge in hearty stews, freshly baked bread, and decadent desserts, while laughter and lively conversation fill the air.
One of the highlights of the Harvest Festival is the annual [[Puddin']] Hunt, a beloved competition that tests the skills and cunning of new students. In this event, groups of five students are pitted against each other in a race to navigate an enchanted corn maze and locate the elusive Puddin's.
As students venture deeper into the maze, they must use their wits and teamwork to overcome obstacles and outmaneuver their rivals. Along the way, they encounter friendly Puddin's who offer hints and guidance, as well as cunning traps set by mischievous Puddin's intent on leading them astray.
The goal of the Puddin' Hunt is to collect as many Puddin's as possible and safely navigate the maze to the exit. The team that emerges victorious with the most Puddin's is awarded the coveted title of Puddin' Champions and earns bragging rights for the rest of the semester.
The Harvest Festival at Wulfram and Wayne is not only a time for feasting and festivities but also an opportunity for new students to forge bonds of friendship and camaraderie as they embark on their magical journey together.
== Winter Solstice Ball ==
[[File:Winter1.png|frame|right]]
The Winter Solstice Ball is a highly anticipated event at [[Wulfram and Wayne]], marking the arrival of the winter season with a magical celebration that brings together students and faculty. Held in the grand ballroom of the academy, this enchanting soirée captivates attendees with its wondrous displays of winter magic and festive cheer.
Throughout the evening, guests are treated to a decadent array of seasonal delights and winter treats. Tables groan under the weight of delectable delicacies, including roasted chestnuts, spiced cider, and decadent chocolate truffles infused with hints of peppermint and cinnamon. The aroma of freshly baked gingerbread fills the air, tempting guests to indulge in a taste of holiday sweetness as they mingle and socialize with fellow attendees.
The Winter Solstice Ball is not just a feast for the senses but also a showcase of extraordinary talent and entertainment. Throughout the evening, guests are treated to live music, enchanting dance routines, and captivating magical demonstrations that fill the ballroom with joy and laughter. From traditional carols sung by the academy's choir to spellbinding displays of wizardry performed by the students who are the top of their house<ref>https://estecia.miraheze.org/wiki/Wulfram_and_Wayne#House_System</ref>, every moment is infused with the spirit of the season and the magic of the winter solstice.
== Spring Symposium ==
[[File:Symposium.png|frame|left]]
The Spring Symposium is a prestigious event held annually at [[Wulfram and Wayne]], dedicated to celebrating knowledge, innovation, and scholarly achievement. As the winter snows melt away and the promise of spring fills the air, students, faculty, and esteemed guests gather to showcase their research, share discoveries, and engage in intellectual discourse that spans a wide array of magical disciplines.
At the heart of the Spring Symposium are the scholarly presentations and research exhibitions, where students and faculty alike have the opportunity to showcase their academic endeavors and scholarly pursuits. Throughout the day, lecture halls and exhibition halls buzz with activity as attendees participate in panel discussions, attend academic presentations, and explore interactive exhibits that highlight the latest advancements in magical theory, spellcraft, alchemy, and more.
The Spring Symposium features keynote addresses and guest speakers who are leading figures in their respective fields of study. Renowned wizards, esteemed scholars, and esteemed practitioners of the arcane deliver inspiring talks and thought-provoking lectures that stimulate the mind and ignite the imagination. Topics range from cutting-edge research in magical engineering to ancient mysteries of lost civilizations, providing attendees with insights and perspectives that challenge conventional wisdom and expand the boundaries of magical knowledge.
== Midsummer Masquerade ==
[[File:Summer.png|frame|right]]
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
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2024-04-16T20:00:24Z
Dnavas
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Protected "[[Wulfram and Wayne Events]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
== Harvest Festival ==
[[File:Harvest1.png|frame|left]]
The Harvest Festival at [[Wulfram and Wayne]] is a cherished tradition that marks the beginning of the fall semester. As the leaves begin to turn and the air becomes crisp with the promise of autumn, students and faculty alike come together to celebrate the bounty of the harvest season in a magical and enchanting atmosphere.
The festival kicks off with a grand feast held in the Great Hall, where long tables are laden with an abundance of seasonal delights. Students indulge in hearty stews, freshly baked bread, and decadent desserts, while laughter and lively conversation fill the air.
One of the highlights of the Harvest Festival is the annual [[Puddin']] Hunt, a beloved competition that tests the skills and cunning of new students. In this event, groups of five students are pitted against each other in a race to navigate an enchanted corn maze and locate the elusive Puddin's.
As students venture deeper into the maze, they must use their wits and teamwork to overcome obstacles and outmaneuver their rivals. Along the way, they encounter friendly Puddin's who offer hints and guidance, as well as cunning traps set by mischievous Puddin's intent on leading them astray.
The goal of the Puddin' Hunt is to collect as many Puddin's as possible and safely navigate the maze to the exit. The team that emerges victorious with the most Puddin's is awarded the coveted title of Puddin' Champions and earns bragging rights for the rest of the semester.
The Harvest Festival at Wulfram and Wayne is not only a time for feasting and festivities but also an opportunity for new students to forge bonds of friendship and camaraderie as they embark on their magical journey together.
== Winter Solstice Ball ==
[[File:Winter1.png|frame|right]]
The Winter Solstice Ball is a highly anticipated event at [[Wulfram and Wayne]], marking the arrival of the winter season with a magical celebration that brings together students and faculty. Held in the grand ballroom of the academy, this enchanting soirée captivates attendees with its wondrous displays of winter magic and festive cheer.
Throughout the evening, guests are treated to a decadent array of seasonal delights and winter treats. Tables groan under the weight of delectable delicacies, including roasted chestnuts, spiced cider, and decadent chocolate truffles infused with hints of peppermint and cinnamon. The aroma of freshly baked gingerbread fills the air, tempting guests to indulge in a taste of holiday sweetness as they mingle and socialize with fellow attendees.
The Winter Solstice Ball is not just a feast for the senses but also a showcase of extraordinary talent and entertainment. Throughout the evening, guests are treated to live music, enchanting dance routines, and captivating magical demonstrations that fill the ballroom with joy and laughter. From traditional carols sung by the academy's choir to spellbinding displays of wizardry performed by the students who are the top of their house<ref>https://estecia.miraheze.org/wiki/Wulfram_and_Wayne#House_System</ref>, every moment is infused with the spirit of the season and the magic of the winter solstice.
== Spring Symposium ==
[[File:Symposium.png|frame|left]]
The Spring Symposium is a prestigious event held annually at [[Wulfram and Wayne]], dedicated to celebrating knowledge, innovation, and scholarly achievement. As the winter snows melt away and the promise of spring fills the air, students, faculty, and esteemed guests gather to showcase their research, share discoveries, and engage in intellectual discourse that spans a wide array of magical disciplines.
At the heart of the Spring Symposium are the scholarly presentations and research exhibitions, where students and faculty alike have the opportunity to showcase their academic endeavors and scholarly pursuits. Throughout the day, lecture halls and exhibition halls buzz with activity as attendees participate in panel discussions, attend academic presentations, and explore interactive exhibits that highlight the latest advancements in magical theory, spellcraft, alchemy, and more.
The Spring Symposium features keynote addresses and guest speakers who are leading figures in their respective fields of study. Renowned wizards, esteemed scholars, and esteemed practitioners of the arcane deliver inspiring talks and thought-provoking lectures that stimulate the mind and ignite the imagination. Topics range from cutting-edge research in magical engineering to ancient mysteries of lost civilizations, providing attendees with insights and perspectives that challenge conventional wisdom and expand the boundaries of magical knowledge.
== Midsummer Masquerade ==
[[File:Summer.png|frame|right]]
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
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Puddin'
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Created page with "[[File:Puddin2.png|frame|left]] Puddin's are unique creatures that inhabit the grounds of [[Wulfram and Wayne]], serving as both magical beings and custodial caretakers of the academy. These endearing creatures play a vital role in maintaining the cleanliness and order of the school, using their gelatinous forms to clean the floors as they glide along. == Appearance and Characteristics == Resembling gelatinous blobs with spherical faces peeking out from within, Puddin'..."
wikitext
text/x-wiki
[[File:Puddin2.png|frame|left]]
Puddin's are unique creatures that inhabit the grounds of [[Wulfram and Wayne]], serving as both magical beings and custodial caretakers of the academy. These endearing creatures play a vital role in maintaining the cleanliness and order of the school, using their gelatinous forms to clean the floors as they glide along.
== Appearance and Characteristics ==
Resembling gelatinous blobs with spherical faces peeking out from within, Puddin's are known for their playful and mischievous nature. Despite their seemingly amorphous appearance, they possess a remarkable intelligence and an innate understanding of their role within the academy.
== Magical Cleaning Abilities ==
Puddin's move with a fluid grace, gliding effortlessly across the floors of Wulfram and Wayne. As they slide along, they leave behind a trail of magical goo that has the remarkable ability to clean and polish any surface it touches. This enchanted substance not only removes dirt and grime but also leaves behind a subtle sheen, ensuring that the halls and corridors of the academy remain pristine at all times.
== Role within the Community ==
In addition to their custodial duties, Puddin's are beloved members of the Wulfram and Wayne community, often forming close bonds with students and faculty alike. They are known for their friendly and playful demeanor, delighting in interactions with those they encounter.
== Dedication to Cleanliness ==
Despite their jovial nature, Puddin's take their responsibilities seriously and are fiercely dedicated to their task of keeping the academy clean. They can often be found patrolling the halls in search of any mess or spillage to clean up, their gooey forms leaving a trail of sparkling cleanliness in their wake.
== Appreciation and Reliance ==
Students and faculty have come to appreciate and rely on the presence of Puddin's within the academy, knowing that their magical custodial caretakers will always ensure that Wulfram and Wayne remains a place of beauty and order.
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Protected "[[Puddin']]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Puddin2.png|frame|left]]
Puddin's are unique creatures that inhabit the grounds of [[Wulfram and Wayne]], serving as both magical beings and custodial caretakers of the academy. These endearing creatures play a vital role in maintaining the cleanliness and order of the school, using their gelatinous forms to clean the floors as they glide along.
== Appearance and Characteristics ==
Resembling gelatinous blobs with spherical faces peeking out from within, Puddin's are known for their playful and mischievous nature. Despite their seemingly amorphous appearance, they possess a remarkable intelligence and an innate understanding of their role within the academy.
== Magical Cleaning Abilities ==
Puddin's move with a fluid grace, gliding effortlessly across the floors of Wulfram and Wayne. As they slide along, they leave behind a trail of magical goo that has the remarkable ability to clean and polish any surface it touches. This enchanted substance not only removes dirt and grime but also leaves behind a subtle sheen, ensuring that the halls and corridors of the academy remain pristine at all times.
== Role within the Community ==
In addition to their custodial duties, Puddin's are beloved members of the Wulfram and Wayne community, often forming close bonds with students and faculty alike. They are known for their friendly and playful demeanor, delighting in interactions with those they encounter.
== Dedication to Cleanliness ==
Despite their jovial nature, Puddin's take their responsibilities seriously and are fiercely dedicated to their task of keeping the academy clean. They can often be found patrolling the halls in search of any mess or spillage to clean up, their gooey forms leaving a trail of sparkling cleanliness in their wake.
== Appreciation and Reliance ==
Students and faculty have come to appreciate and rely on the presence of Puddin's within the academy, knowing that their magical custodial caretakers will always ensure that Wulfram and Wayne remains a place of beauty and order.
0c4229a76e3509961d07c849fd06fbf38edad1d9
Gauthwin House
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2024-04-17T01:39:26Z
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/* Guardian's Resilience */
wikitext
text/x-wiki
[[File:Gauthwinbanner.png|frame|left]]
== The Students of Gauthwin House ==
Gauthwin House, adorned with the majestic and noble griffin, is the sanctuary of students who embody qualities of courage, loyalty, and strength. Those sorted into Gauthwin House are known for their boldness and valor, often specializing in spells of protection, defense, and combat. With a fierce sense of justice and a spirit of camaraderie, Gauthwin House students stand as stalwart defenders of their fellow classmates and the values they hold dear.
== The Founder ==
Cedric Gauthwin, a noble and courageous tiefling, dedicated his life to the defense of his homeland and the protection of its people. Inspired by his valor and sense of duty, he founded Gauthwin House at [[Wulfram and Wayne]], seeking to instill the values of courage, loyalty, and strength in future generations of magic users. Under his leadership, Gauthwin House became a bastion of honor and chivalry, producing students who excelled in the arts of combat and defensive magic. Cedric's legacy lives on in the halls of Gauthwin House, where his spirit of bravery and selflessness continues to inspire students to stand up for what they believe in.
[[File:Gauthwincommonroom.png|frame|left]]
== Gauthwin House Common Room ==
<br>
The Gauthwin House common room radiates an aura of strength, valor, and camaraderie, reflecting the noble traits of its inhabitants: courage, loyalty, and unwavering strength of character. Situated within the heart of Wulfram and Wayne, the common room serves as a sanctuary for students sorted into Gauthwin House, where they can find solace, support, and inspiration amidst the challenges of magical education.
'''Entrance:'''
<br>
Upon entering the Gauthwin House common room, students are greeted by a pair of imposing stone guardians flanking the entrance, their stern visages conveying a sense of strength and determination. The heavy wooden door is emblazoned with the sigil of Gauthwin House—a majestic griffin with outstretched wings, symbolizing courage and nobility.
'''Interior:'''
<br>
Inside, the common room exudes an atmosphere of warmth and solidarity, with walls adorned with banners, tapestries, and heraldic emblems depicting scenes of valorous deeds and heroic exploits. The air is filled with the faint scent of hearth smoke and the sound of crackling fires, creating a cozy and inviting ambiance.
'''Seating Areas:'''
<br>
Clusters of sturdy wooden benches and chairs are arranged around the room, surrounding a central hearth where a roaring fire burns bright. Here, students gather to relax, socialize, and unwind after a long day of magical studies. The atmosphere is one of camaraderie and mutual respect, as students bond over their shared values of courage, loyalty, and strength.
'''Altar of Honor:'''
<br>
At the heart of the common room stands an altar dedicated to the heroes and champions of Gauthwin House, adorned with candles, flowers, and tokens of remembrance. Here, students pay homage to those who have come before them, drawing strength and inspiration from the noble deeds and sacrifices of their predecessors.
'''Central Hearth:'''
<br>
At the heart of the common room stands a grand hearth, its flames dancing and flickering with a warm, golden light. The hearth serves as a focal point for the room, drawing students together in its comforting glow and fostering a sense of community and camaraderie. Above the hearth, a mantle displays an array of trophies and mementos commemorating the achievements and triumphs of Gauthwin House members, from championship banners to ceremonial weapons.
== 1st Level Gauthwin House Spells ==
=== Guardian's Vigil ===
'''School:''' Abjuration
'''Level:''' 1st-level
'''Casting Time:''' 1 reaction
'''Range/Area:''' Self
'''Components:''' V, S
'''Duration:''' Concentration, up to 1 hour
'''Description:'''
<Br>
You call upon the protective spirits of Gauthwin House to watch over you in times of need. For the duration, spectral guardians manifest around you, providing you with enhanced protection against incoming attacks.
While the spell is active, you gain the following benefits:
* You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
* Whenever a creature within 60 feet of you makes an attack against a target other than you, you can use your reaction to impose disadvantage on the attack roll.
The spell ends if you dismiss it as an action or if you lose concentration.
=== Beacon of Renewal ===
'''School:''' Conjuration
'''Level:''' 1st-level
'''Casting Time:'' 1 action
'''Range/Area:''' 30 feet
'''Components:''' V, S
'''Duration:''' Instantaneous
Description:
You conjure a beacon of radiant energy, imbued with the healing power of Gauthwin House. A burst of soothing light emanates from your outstretched hand, restoring vitality to injured allies within range.
Choose a creature within 30 feet of you. That creature regains hit points equal to 1d8 + your spellcasting ability modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
=== Guardian's Resilience ===
'''School:''' Abjuration
'''Level:''' 1st-level
'''Casting Time:''' 1 action
'''Range/Area:''' Self
'''Components:''' V, S
'''Duration:''' 1 hour
'''Description:'''
<br>
You summon a shimmering aura of protective energy in a 15 foot sphere that surrounds you (and moves with you) and your allies, bolstering their defenses against harm. When you cast this spell, you and any ally within range gain temporary hit points equal to 1d6 + your spellcasting ability modifier if they end their turn within the sphere.
These temporary hit points last for the duration of the spell or until they are depleted. Once the temporary hit points are gone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points increase by 1d6 for each slot level above 1st.
471383832a77c625d2c529099cdd1a2f2461dc3a
Classes
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[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, student's are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
|-
| Example || Example
|-
| Example || Example
|-
| Example || Example
|-
| Example || Example
|-
| Example || Example
|-
| Example || Example
|-
| Example || Example
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
== Astrology and Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
134ae96eb50c5c77915ac41d5aea23bb4103fb13
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2024-04-17T02:00:17Z
Dnavas
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/* Introduction to Mana Manipulation */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, student's are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| Example || Example
|-
| Example || Example
|-
| Example || Example
|-
| Example || Example
|-
| Example || Example
|-
| Example || Example
|-
| Example || Example
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
== Astrology and Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
542eed35c61dc569a991301e5bfec50a16a073a1
360
359
2024-04-17T02:02:24Z
Dnavas
2
/* Introduction to Mana Manipulation */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, student's are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
== Astrology and Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
ef32e9016c91941292bd6c11ef4787b0daf442d1
361
360
2024-04-17T02:02:59Z
Dnavas
2
/* Introduction to Mana Manipulation */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, student's are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
== Astrology and Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
696c5b2b31660279fdd9fedc98130f7f267e5a83
362
361
2024-04-17T02:06:16Z
Dnavas
2
/* Introduction to Mana Manipulation */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, student's are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
== Astrology and Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
a567097a4a2b444cd99437044d4261d7a20ec724
363
362
2024-04-17T02:15:33Z
Dnavas
2
/* Introduction to Mana Manipulation */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, student's are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
{| class="wikitable"
|+ 2nd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
== Astrology and Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
abe453e634a784047b49d030a7946cd6100ba2ed
365
363
2024-04-17T02:19:17Z
Dnavas
2
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, student's are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
== Astrology and Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
ecdc378239ac04783b78b145b12c3f5590b0ec4c
367
365
2024-04-17T02:35:10Z
Dnavas
2
/* Astrology and Celestial Magic */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, student's are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || xxx
|-
| '''Description:''' || xxx
|-
| '''At Higher Levels:''' || xxx
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# The Fool: The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# The Tower: The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# The Hanged Man: The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# The Star: The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d6 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
b861db0d2e4fb76a51712d1913fc9077c7787b78
369
367
2024-04-17T02:39:14Z
Dnavas
2
/* Divination & Celestial Magic */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, student's are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || xxx
|-
| '''Description:''' || xxx
|-
| '''At Higher Levels:''' || xxx
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# The Fool: The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# The Tower: The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# The Hanged Man: The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# The Star: The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d6 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
d8302c2ddb172f0f81c3e58ad7730e4c85507a89
370
369
2024-04-17T02:40:20Z
Dnavas
2
/* Divination & Celestial Magic */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, student's are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || xxx
|-
| '''Description:''' || xxx
|-
| '''At Higher Levels:''' || xxx
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# The Fool: The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# The Tower: The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# The Hanged Man: The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# The Star: The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d6 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
84522cf68cb5037f6573071ab7ceef64d35adae8
371
370
2024-04-17T11:23:39Z
Dnavas
2
/* Introduction to Mana Manipulation */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, student's are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || xxx
|-
| '''Description:''' || xxx
|-
| '''At Higher Levels:''' || xxx
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# The Fool: The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# The Tower: The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# The Hanged Man: The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# The Star: The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d6 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
cef4d8f8a3b30e8d7cbd80deebdcf4cddefeef79
372
371
2024-04-17T11:28:37Z
Dnavas
2
/* Divination & Celestial Magic */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, student's are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# The Fool: The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# The Tower: The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# The Hanged Man: The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# The Star: The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d6 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
5224ac66f07031dc47a28aa19fe63b1da5122655
374
372
2024-04-17T11:33:27Z
Dnavas
2
/* Divination & Celestial Magic */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, student's are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# The Fool: The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# The Tower: The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# The Hanged Man: The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# The Star: The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d6 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
298317392c0fb90dab7ccf303e4d9317e1dbdd30
376
374
2024-04-17T11:36:54Z
Dnavas
2
/* Introduction to Mana Manipulation */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, student's are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# The Fool: The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# The Tower: The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# The Hanged Man: The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# The Star: The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d6 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
8361b7bc8f7e41e2c97e2ffb3039f407d0ac1aee
377
376
2024-04-17T12:32:56Z
Dnavas
2
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# The Fool: The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# The Tower: The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# The Hanged Man: The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# The Star: The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d6 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
54f089d0d51bf24ffa379305f2a97068a25fa683
381
377
2024-04-17T12:58:50Z
Dnavas
2
/* Enchantment and Illusion: Mastering the Art */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 minutes for each slot level above 2nd. Additionally, the range of the spell increases by 10 feet for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# The Fool: The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# The Tower: The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# The Hanged Man: The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# The Star: The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d6 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
1f8fc41a1289d641b2db5ba4e119fe2f652bc0ff
382
381
2024-04-17T12:59:36Z
Dnavas
2
/* Enchantment and Illusion: Mastering the Art */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 minutes for each slot level above 2nd. Additionally, the range of the spell increases by 10 feet for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# The Fool: The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# The Tower: The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# The Hanged Man: The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# The Star: The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d6 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
00ba6b11964c80c03cacf47b74594b466810c486
383
382
2024-04-17T13:00:43Z
Dnavas
2
/* Enchantment and Illusion: Mastering the Art */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# The Fool: The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# The Tower: The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# The Hanged Man: The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# The Star: The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d6 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
276138784fa7f5ec8c42e773195a3be9a7530767
387
383
2024-04-17T13:58:40Z
Dnavas
2
/* Runic Inscriptions and Glyph Crafting */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# The Fool: The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# The Tower: The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# The Hanged Man: The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# The Star: The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d6 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
295f9672a9742d1c01d66d292952bca70f7b2286
391
387
2024-04-17T17:32:37Z
Dnavas
2
/* Principles of Elemental Magic */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# The Fool: The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# The Tower: The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# The Hanged Man: The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# The Star: The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d6 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
eda13fb792513f47e571250226b40460d567ea6a
395
391
2024-04-17T19:49:30Z
Dnavas
2
/* Alchemy and Potion Brewing */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: ALchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#Acidic Flask: The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#Frost Bomb: The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#Flame Burst: The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#Toxin Vial: The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#Minor Healing Draught: The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#Greater Healing Elixir: The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#Superior Restorative Serum: The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#Elixir of Life: The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# The Fool: The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# The Tower: The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# The Hanged Man: The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# The Star: The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d6 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
f41e994f50dd81ff3a6ca491ca8b7ed76fb6f905
396
395
2024-04-17T19:50:21Z
Dnavas
2
/* Enchantment and Illusion: Mastering the Art */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: ALchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#Acidic Flask: The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#Frost Bomb: The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#Flame Burst: The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#Toxin Vial: The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#Minor Healing Draught: The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#Greater Healing Elixir: The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#Superior Restorative Serum: The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#Elixir of Life: The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# The Fool: The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# The Tower: The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# The Hanged Man: The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# The Star: The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d6 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
93b52d47b6da19d3a322739d17a9c596f961c711
397
396
2024-04-17T19:54:55Z
Dnavas
2
/* Alchemy and Potion Brewing */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: ALchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# The Fool: The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# The Tower: The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# The Hanged Man: The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# The Star: The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d6 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
e6accf47e27e36f9b8b36548e0a1131e87cebf8c
398
397
2024-04-17T20:03:08Z
Dnavas
2
/* Divination & Celestial Magic */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: ALchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d6 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
3e28e6e7ce698196ab16b7c6810e18b9f65713c6
399
398
2024-04-17T20:04:03Z
Dnavas
2
/* Divination & Celestial Magic */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: ALchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
e63062c1d5034ad9f17e66c096580318d6e6ff31
403
399
2024-04-17T22:33:41Z
Dnavas
2
/* Magical Creatures and Beast Lore */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: ALchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not'''consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
| '''At Higher Levels:''' ||When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
879d8988559f9b2dcab1805952cf02e8e8ec3e6a
404
403
2024-04-17T22:35:40Z
Dnavas
2
/* Magical Creatures and Beast Lore */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: ALchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not'''consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
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/* Advanced Studies in Necromancy */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: ALchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not'''consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3) '''DEX''' 10 (+0) '''CON''' 16 (+3)
<br>
'''INT''' 3 (-4) '''WIS''' 8 (-1) '''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
29f07edfaaae710348d1478ef61a97d4fe0479d7
409
408
2024-04-18T00:37:18Z
Dnavas
2
/* Runic Inscriptions and Glyph Crafting */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: ALchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not'''consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3) '''DEX''' 10 (+0) '''CON''' 16 (+3)
<br>
'''INT''' 3 (-4) '''WIS''' 8 (-1) '''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
465a2c81feecf6b271f90f11472c9ead08f4ad87
413
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2024-04-18T01:11:18Z
Dnavas
2
/* Arcane Engineering and Artificing */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: ALchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not'''consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3) '''DEX''' 10 (+0) '''CON''' 16 (+3)
<br>
'''INT''' 3 (-4) '''WIS''' 8 (-1) '''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
c71148c283fbe9e7c11764a2f3a8f36159ea7b67
414
413
2024-04-18T01:12:04Z
Dnavas
2
/* Alchemy and Potion Brewing */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not'''consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3) '''DEX''' 10 (+0) '''CON''' 16 (+3)
<br>
'''INT''' 3 (-4) '''WIS''' 8 (-1) '''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
fa6d34f2ddf086150ccc961bcf8cd2263d58021e
415
414
2024-04-18T01:13:49Z
Dnavas
2
/* Magical Creatures and Beast Lore */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3) '''DEX''' 10 (+0) '''CON''' 16 (+3)
<br>
'''INT''' 3 (-4) '''WIS''' 8 (-1) '''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
c7af5576ba65b0c0c0f08c36adb796ead8b72761
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/* Theoretical Studies in Transmutation */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Advanced Spellcasting Techniques ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3) '''DEX''' 10 (+0) '''CON''' 16 (+3)
<br>
'''INT''' 3 (-4) '''WIS''' 8 (-1) '''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
cca2b53ac34a3823426ea64c8658b43317281094
420
419
2024-04-18T13:44:46Z
Dnavas
2
/* Advanced Spellcasting Techniques */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Spellcasting Techniques: A Niche Assortment ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3) '''DEX''' 10 (+0) '''CON''' 16 (+3)
<br>
'''INT''' 3 (-4) '''WIS''' 8 (-1) '''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
13dcd2c29fea155401b51129b1c412e5f66c9f78
421
420
2024-04-18T13:45:07Z
Dnavas
2
/* Spellcasting Techniques: A Niche Assortment */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Avante Garde Spellcasting Techniques: A Niche Assortment ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3) '''DEX''' 10 (+0) '''CON''' 16 (+3)
<br>
'''INT''' 3 (-4) '''WIS''' 8 (-1) '''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
0cc80210a30425fd94fd808e2c2f804f16728dc9
422
421
2024-04-18T13:45:37Z
Dnavas
2
/* Avante Garde Spellcasting Techniques: A Niche Assortment */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Avant Garde Spellcasting Techniques: A Niche Assortment ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3) '''DEX''' 10 (+0) '''CON''' 16 (+3)
<br>
'''INT''' 3 (-4) '''WIS''' 8 (-1) '''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
6eacb8e9e019360902273542f05ddf3f7c97eac4
423
422
2024-04-18T13:47:14Z
Dnavas
2
/* Avant Garde Spellcasting Techniques: A Niche Assortment */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Avant-Garde Spellcasting Techniques: A Niche Assortment ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3) '''DEX''' 10 (+0) '''CON''' 16 (+3)
<br>
'''INT''' 3 (-4) '''WIS''' 8 (-1) '''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
ad72636bde83a556db54648dd1a3eefcbe5437d9
427
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2024-04-18T16:11:28Z
Dnavas
2
/* Avant-Garde Spellcasting Techniques: A Niche Assortment */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
== Avant-Garde Spellcasting Techniques: A Niche Assortment ==
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3) '''DEX''' 10 (+0) '''CON''' 16 (+3)
<br>
'''INT''' 3 (-4) '''WIS''' 8 (-1) '''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
046ed35e893f4bc4bdd079a93a5125c1dedb84ef
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2024-04-18T16:11:46Z
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/* Avant-Garde Spellcasting Techniques: A Niche Assortment */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Introduction to Mana Manipulation ==
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Principles of Elemental Magic ==
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
== Enchantment and Illusion: Mastering the Art ==
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
== Alchemy and Potion Brewing ==
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
== Magical Creatures and Beast Lore ==
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
== Runic Inscriptions and Glyph Crafting ==
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Divination & Celestial Magic ==
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
== Theoretical Studies in Transmutation ==
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
== Artifacts and Relics: Unlocking Their Power ==
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
== Magical Ethics and Moral Philosophy ==
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
== Arcane Engineering and Artificing ==
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
== Advanced Studies in Necromancy ==
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3) '''DEX''' 10 (+0) '''CON''' 16 (+3)
<br>
'''INT''' 3 (-4) '''WIS''' 8 (-1) '''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
4883959af4ba4417b0f96d0006a123816cf4ff89
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2024-04-18T16:13:18Z
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wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
= Introduction to Mana Manipulation =
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Principles of Elemental Magic =
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Enchantment and Illusion: Mastering the Art =
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
= Alchemy and Potion Brewing =
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
= Magical Creatures and Beast Lore =
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
= Runic Inscriptions and Glyph Crafting =
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 1d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 10 feet away from them
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Divination & Celestial Magic =
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
= Theoretical Studies in Transmutation =
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
= Artifacts and Relics: Unlocking Their Power =
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
= Magical Ethics and Moral Philosophy =
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
= Arcane Engineering and Artificing =
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Advanced Studies in Necromancy =
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3) '''DEX''' 10 (+0) '''CON''' 16 (+3)
<br>
'''INT''' 3 (-4) '''WIS''' 8 (-1) '''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
4b42a5f598d447567c9181390c4286f6adca290a
430
429
2024-04-18T16:19:08Z
Dnavas
2
/* Runic Inscriptions and Glyph Crafting */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
= Introduction to Mana Manipulation =
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Principles of Elemental Magic =
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Enchantment and Illusion: Mastering the Art =
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
= Alchemy and Potion Brewing =
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
= Magical Creatures and Beast Lore =
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
= Runic Inscriptions and Glyph Crafting =
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier +3 (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains +2 to their AC as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 2d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* They gain advantage on saving throws against being paralyzed, petrified, or restrained.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 25 feet away from them.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Divination & Celestial Magic =
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
= Theoretical Studies in Transmutation =
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
= Artifacts and Relics: Unlocking Their Power =
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
= Magical Ethics and Moral Philosophy =
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
= Arcane Engineering and Artificing =
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Advanced Studies in Necromancy =
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3) '''DEX''' 10 (+0) '''CON''' 16 (+3)
<br>
'''INT''' 3 (-4) '''WIS''' 8 (-1) '''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
14ac1a369589c0b6aa1cc45e809532f9b9d3e436
434
430
2024-04-18T20:11:56Z
Dnavas
2
/* Magical Ethics and Moral Philosophy */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
= Introduction to Mana Manipulation =
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Principles of Elemental Magic =
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Enchantment and Illusion: Mastering the Art =
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
= Alchemy and Potion Brewing =
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
= Magical Creatures and Beast Lore =
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
= Runic Inscriptions and Glyph Crafting =
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier +3 (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains +2 to their AC as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 2d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* They gain advantage on saving throws against being paralyzed, petrified, or restrained.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 25 feet away from them.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Divination & Celestial Magic =
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
= Theoretical Studies in Transmutation =
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
= Artifacts and Relics: Unlocking Their Power =
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
= Magical Ethics and Moral Philosophy =
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Principlesofethics.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Principles of Ethical Magic
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You attune your senses to the ethical implications of magical actions. For the duration, you gain the ability to detect moral conflicts or ethical dilemmas related to magic use within 30 feet of you. This sense allows you to discern whether a particular course of magical action could potentially harm innocent creatures, violate ethical principles, or have negative consequences. The DM will side-bar with you what you've been able to deduce.
<br>
Examples of ethical implications in magic use include:
<br>
# '''Harming Innocents:''' Using magic that causes harm to innocent creatures or bystanders without just cause.
# '''Manipulating Minds:''' Employing spells that manipulate or coerce the minds of others without their consent.
# '''Violating Consent:''' Casting spells that invade the privacy or violate the consent of individuals, such as scrying or charm spells.
# '''Unintended Consequences:''' Ignoring the potential unintended consequences of magical actions, such as creating harmful environmental effects or unleashing dangerous entities.
# '''Discriminatory Practices:''' Employing magic in ways that perpetuate discrimination, prejudice, or oppression against certain groups or individuals.
# '''Environmental Impact:''' Using magic that causes long-term damage to the environment or disrupts natural ecosystems.
# '''Disrupting Balance:''' Manipulating magical forces in a way that disrupts the natural balance of the world or the cosmic order.
# '''Exploiting Vulnerabilities:''' Exploiting vulnerabilities or weaknesses in others for personal gain or advantage through magical means.
# '''Ethical Research:''' Conducting magical research or experimentation without proper ethical considerations, potentially causing harm to subjects or ecosystems.
# '''Sacrificing Morality:''' Engaging in practices that require sacrificing one's own morality or ethical principles for the sake of power or knowledge.
<br>
Additionally, you gain advantage on Intelligence (Arcana) checks made to determine the ethical implications of a specific magical effect, item, or action.
|-
|}
<br>
[[File:Ethicafortitude.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Ethical Fortitude
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You project a powerful aura of ethical fortitude that enhances your charisma and moral influence. For the duration, your charisma score increases by 3, and you gain advantage on Charisma checks and saving throws.
<br>
This spell instills a deep sense of ethical conviction in the caster, amplifying their ability to inspire others and sway opinions through persuasive speech and moral leadership. It is often employed by leaders, diplomats, and advocates for justice who seek to rally support for noble causes and uphold moral principles in the face of adversity.
|-
|}
<br>
[[File:Condemnation.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Ethical Condemnation
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You invoke the principles of moral judgment to condemn those who act against ethical norms. Create a 20 foot sphere on a point you can see within range. Any creature within that sphere must make a Wisdom saving throw. On a failed save, the creature becomes ethically bound, suffering disadvantage on attack rolls, ability checks, and saving throws for the duration. Additionally, any attack roll made against the target by a creature within the spell's range (60 feet) gains advantage.
At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
|-
|}
= Arcane Engineering and Artificing =
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Advanced Studies in Necromancy =
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3) '''DEX''' 10 (+0) '''CON''' 16 (+3)
<br>
'''INT''' 3 (-4) '''WIS''' 8 (-1) '''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
0d85bdd1f1f4977318efe4c1028016c729769f3c
435
434
2024-04-18T20:12:55Z
Dnavas
2
/* Magical Ethics and Moral Philosophy */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
= Introduction to Mana Manipulation =
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Professor Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Principles of Elemental Magic =
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Enchantment and Illusion: Mastering the Art =
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
= Alchemy and Potion Brewing =
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
= Magical Creatures and Beast Lore =
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
= Runic Inscriptions and Glyph Crafting =
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier +3 (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains +2 to their AC as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 2d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* They gain advantage on saving throws against being paralyzed, petrified, or restrained.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 25 feet away from them.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Divination & Celestial Magic =
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
An advanced course for experienced spellcasters, exploring complex spellcasting methods, magical theory, and advanced arcane rituals.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
= Theoretical Studies in Transmutation =
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
= Artifacts and Relics: Unlocking Their Power =
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
= Magical Ethics and Moral Philosophy =
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Principlesofethics.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Principles of Ethical Magic
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You attune your senses to the ethical implications of magical actions. For the duration, you gain the ability to detect moral conflicts or ethical dilemmas related to magic use within 30 feet of you. This sense allows you to discern whether a particular course of magical action could potentially harm innocent creatures, violate ethical principles, or have negative consequences. The DM will side-bar with you what you've been able to deduce.
<br>
Examples of ethical implications in magic use include:
<br>
# '''Harming Innocents:''' Using magic that causes harm to innocent creatures or bystanders without just cause.
# '''Manipulating Minds:''' Employing spells that manipulate or coerce the minds of others without their consent.
# '''Violating Consent:''' Casting spells that invade the privacy or violate the consent of individuals, such as scrying or charm spells.
# '''Unintended Consequences:''' Ignoring the potential unintended consequences of magical actions, such as creating harmful environmental effects or unleashing dangerous entities.
# '''Discriminatory Practices:''' Employing magic in ways that perpetuate discrimination, prejudice, or oppression against certain groups or individuals.
# '''Environmental Impact:''' Using magic that causes long-term damage to the environment or disrupts natural ecosystems.
# '''Disrupting Balance:''' Manipulating magical forces in a way that disrupts the natural balance of the world or the cosmic order.
# '''Exploiting Vulnerabilities:''' Exploiting vulnerabilities or weaknesses in others for personal gain or advantage through magical means.
# '''Ethical Research:''' Conducting magical research or experimentation without proper ethical considerations, potentially causing harm to subjects or ecosystems.
# '''Sacrificing Morality:''' Engaging in practices that require sacrificing one's own morality or ethical principles for the sake of power or knowledge.
<br>
Additionally, you gain advantage on Intelligence (Arcana) checks made to determine the ethical implications of a specific magical effect, item, or action.
|-
|}
<br>
[[File:Ethicafortitude.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Ethical Fortitude
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You project a powerful aura of ethical fortitude that enhances your charisma and moral influence. For the duration, your charisma score increases by 3, and you gain advantage on Charisma checks and saving throws.
<br>
This spell instills a deep sense of ethical conviction in the caster, amplifying their ability to inspire others and sway opinions through persuasive speech and moral leadership. It is often employed by leaders, diplomats, and advocates for justice who seek to rally support for noble causes and uphold moral principles in the face of adversity.
|-
|}
<br>
[[File:Condemnation.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Ethical Condemnation
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You invoke the principles of moral judgment to condemn those who act against ethical norms. Create a 20 foot sphere on a point you can see within range. Any creature within that sphere must make a Wisdom saving throw. On a failed save, the creature becomes ethically bound, suffering disadvantage on attack rolls, ability checks, and saving throws for the duration. Additionally, any attack roll made against the target by a creature within the spell's range (60 feet) gains advantage.
<br>
At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
|-
|}
= Arcane Engineering and Artificing =
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Advanced Studies in Necromancy =
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:'''
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3) '''DEX''' 10 (+0) '''CON''' 16 (+3)
<br>
'''INT''' 3 (-4) '''WIS''' 8 (-1) '''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
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text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
= Introduction to Mana Manipulation =
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Principles of Elemental Magic =
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:''' Alderian Bradburn
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Enchantment and Illusion: Mastering the Art =
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:''' Lysandra Otto
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
= Alchemy and Potion Brewing =
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:''' Garrick Greer
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
= Magical Creatures and Beast Lore =
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:''' Cicero Holden
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
= Runic Inscriptions and Glyph Crafting =
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:''' Rowena Upton
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier +3 (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains +2 to their AC as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 2d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* They gain advantage on saving throws against being paralyzed, petrified, or restrained.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 25 feet away from them.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Divination & Celestial Magic =
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
A course exploring unique spellcasting methods, magical theory, and arcane rituals.
<br>
'''Professor:''' Isolde Howell
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
= Theoretical Studies in Transmutation =
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:''' Lyra Graves
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
= Artifacts and Relics: Unlocking Their Power =
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:''' Orion Faintree
<br>
'''Race:'''
<br>
= Magical Ethics and Moral Philosophy =
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:''' Lucian Archer
<br>
'''Race:'''
[[File:Principlesofethics.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Principles of Ethical Magic
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You attune your senses to the ethical implications of magical actions. For the duration, you gain the ability to detect moral conflicts or ethical dilemmas related to magic use within 30 feet of you. This sense allows you to discern whether a particular course of magical action could potentially harm innocent creatures, violate ethical principles, or have negative consequences. The DM will side-bar with you what you've been able to deduce.
<br>
Examples of ethical implications in magic use include:
<br>
# '''Harming Innocents:''' Using magic that causes harm to innocent creatures or bystanders without just cause.
# '''Manipulating Minds:''' Employing spells that manipulate or coerce the minds of others without their consent.
# '''Violating Consent:''' Casting spells that invade the privacy or violate the consent of individuals, such as scrying or charm spells.
# '''Unintended Consequences:''' Ignoring the potential unintended consequences of magical actions, such as creating harmful environmental effects or unleashing dangerous entities.
# '''Discriminatory Practices:''' Employing magic in ways that perpetuate discrimination, prejudice, or oppression against certain groups or individuals.
# '''Environmental Impact:''' Using magic that causes long-term damage to the environment or disrupts natural ecosystems.
# '''Disrupting Balance:''' Manipulating magical forces in a way that disrupts the natural balance of the world or the cosmic order.
# '''Exploiting Vulnerabilities:''' Exploiting vulnerabilities or weaknesses in others for personal gain or advantage through magical means.
# '''Ethical Research:''' Conducting magical research or experimentation without proper ethical considerations, potentially causing harm to subjects or ecosystems.
# '''Sacrificing Morality:''' Engaging in practices that require sacrificing one's own morality or ethical principles for the sake of power or knowledge.
<br>
Additionally, you gain advantage on Intelligence (Arcana) checks made to determine the ethical implications of a specific magical effect, item, or action.
|-
|}
<br>
[[File:Ethicafortitude.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Ethical Fortitude
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You project a powerful aura of ethical fortitude that enhances your charisma and moral influence. For the duration, your charisma score increases by 3, and you gain advantage on Charisma checks and saving throws.
<br>
This spell instills a deep sense of ethical conviction in the caster, amplifying their ability to inspire others and sway opinions through persuasive speech and moral leadership. It is often employed by leaders, diplomats, and advocates for justice who seek to rally support for noble causes and uphold moral principles in the face of adversity.
|-
|}
<br>
[[File:Condemnation.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Ethical Condemnation
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You invoke the principles of moral judgment to condemn those who act against ethical norms. Create a 20 foot sphere on a point you can see within range. Any creature within that sphere must make a Wisdom saving throw. On a failed save, the creature becomes ethically bound, suffering disadvantage on attack rolls, ability checks, and saving throws for the duration. Additionally, any attack roll made against the target by a creature within the spell's range (60 feet) gains advantage.
<br>
At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
|-
|}
= Arcane Engineering and Artificing =
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:''' Magnus Vitale
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Advanced Studies in Necromancy =
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:''' Dante Pierce
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3) '''DEX''' 10 (+0) '''CON''' 16 (+3)
<br>
'''INT''' 3 (-4) '''WIS''' 8 (-1) '''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
08590b834ea2acc427d13b1ef049592f4eba2ca4
441
437
2024-04-19T01:11:00Z
Dnavas
2
/* Artifacts and Relics: Unlocking Their Power */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
= Introduction to Mana Manipulation =
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Principles of Elemental Magic =
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:''' Alderian Bradburn
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Enchantment and Illusion: Mastering the Art =
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:''' Lysandra Otto
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
= Alchemy and Potion Brewing =
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:''' Garrick Greer
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
= Magical Creatures and Beast Lore =
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:''' Cicero Holden
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
= Runic Inscriptions and Glyph Crafting =
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:''' Rowena Upton
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier +3 (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains +2 to their AC as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 2d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* They gain advantage on saving throws against being paralyzed, petrified, or restrained.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 25 feet away from them.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Divination & Celestial Magic =
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
A course exploring unique spellcasting methods, magical theory, and arcane rituals.
<br>
'''Professor:''' Isolde Howell
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
= Theoretical Studies in Transmutation =
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:''' Lyra Graves
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
= Artifacts and Relics: Unlocking Their Power =
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:''' Orion Faintree
<br>
'''Race:'''
<br>
[[File:Arcaneconduit.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Arcane Conduit
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You tap into the latent power of magical artifacts, summoning forth their essence to aid you in your endeavors. Choose one of the following artifacts when you cast this spell:
<br>
# '''Scepter of Brilliance:''' A radiant glow emanates from your hand, casting bright light in a 10-foot radius and dim light for an additional 10 feet. All allies within the radius gain advantage on their next attack roll.
# '''Amulet of Warding:''' A shimmering shield materializes around you, providing temporary hit points equal to your spellcasting ability modifier to yourself and all allies within 10 feet of you.
# '''Blade of Binding:''' A spectral sword appears in your hand, granting you a +1 bonus to attack and damage rolls. On a hit, the target must succeed on a Wisdom saving throw or be restrained until the start of your next turn.
# '''Cauldron of Chaos:''' You summon a swirling vortex of arcane energy, centered on a point within 30 feet of you. Each creature of your choice within a 10-foot radius of the point must make a Dexterity saving throw or take 2d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once you have chosen an artifact, its effect persists for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Reliquary.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Reliquary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of a broken artifact)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the mystical energies of ancient artifacts, summoning forth one of four relics at random to aid you in combat. Roll a d4 and consult the following list to determine which relic manifests:
<br>
# '''Shield of Sentinel:''' A shimmering shield of magical energy materializes in your hand, granting you a +2 bonus to AC until the end of your next turn. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
# '''Sword of Searing Light:''' A radiant longsword appears in your grasp, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. You can use your action to make a melee spell attack with the sword, dealing 2d8 radiant damage on a hit.
# '''Cloak of Shadows:''' A billowing cloak of darkness envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks until the end of your next turn.
# '''Orb of Arcane Amplification:''' An orb crackling with arcane energy hovers before you, pulsating with power. You can use your action to release a blast of magical energy in a 15-foot cone originating from the orb. Each creature in the area must make a Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once summoned, the chosen relic remains in existence for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Relicrecall.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Relic Recall
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small gemstone worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || By channeling the latent magical energies within your being, you invoke the power of ancient artifacts, sacrificing your lower-tier spells for access to potent relics. As you cast this spell, you must sacrifice all your remaining 1st-level spell slots.
<br>
Upon doing so, choose one of four powerful relics to manifest:
<br>
# '''Spellweaver's Wand:''' A masterfully crafted wand pulsating with arcane energy appears in your hand. While wielding this wand, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the magic missile spell (1st level) without expending a spell slot, targeting up to three creatures of your choice within range.
# '''Staff of the Celestial Sage:''' A staff adorned with celestial symbols materializes before you. While wielding this staff, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the cure wounds spell (1st level) without expending a spell slot, using your spellcasting ability modifier for healing.
# '''Cloak of the Ethereal Traveler:''' A billowing cloak woven from shadowstuff envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks. Additionally, you can use your action to become ethereal until the end of your next turn, allowing you to move through creatures and objects as if they were difficult terrain.
# '''Orb of the Elemental Magus:''' A swirling orb crackling with elemental energy forms above your outstretched hand. While holding this orb, you gain resistance to acid, cold, fire, lightning, or thunder damage (your choice). Additionally, you can use your action to cast the chromatic orb spell (1st level) without expending a spell slot, choosing the damage type when you cast it.
<br>
Once you choose a relic, it remains in your possession for the duration of the spell or until you dismiss it as a bonus action. If you lose concentration before the spell ends, the relic vanishes, and the spell slot sacrifices are lost.
|-
|}
= Magical Ethics and Moral Philosophy =
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:''' Lucian Archer
<br>
'''Race:'''
[[File:Principlesofethics.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Principles of Ethical Magic
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You attune your senses to the ethical implications of magical actions. For the duration, you gain the ability to detect moral conflicts or ethical dilemmas related to magic use within 30 feet of you. This sense allows you to discern whether a particular course of magical action could potentially harm innocent creatures, violate ethical principles, or have negative consequences. The DM will side-bar with you what you've been able to deduce.
<br>
Examples of ethical implications in magic use include:
<br>
# '''Harming Innocents:''' Using magic that causes harm to innocent creatures or bystanders without just cause.
# '''Manipulating Minds:''' Employing spells that manipulate or coerce the minds of others without their consent.
# '''Violating Consent:''' Casting spells that invade the privacy or violate the consent of individuals, such as scrying or charm spells.
# '''Unintended Consequences:''' Ignoring the potential unintended consequences of magical actions, such as creating harmful environmental effects or unleashing dangerous entities.
# '''Discriminatory Practices:''' Employing magic in ways that perpetuate discrimination, prejudice, or oppression against certain groups or individuals.
# '''Environmental Impact:''' Using magic that causes long-term damage to the environment or disrupts natural ecosystems.
# '''Disrupting Balance:''' Manipulating magical forces in a way that disrupts the natural balance of the world or the cosmic order.
# '''Exploiting Vulnerabilities:''' Exploiting vulnerabilities or weaknesses in others for personal gain or advantage through magical means.
# '''Ethical Research:''' Conducting magical research or experimentation without proper ethical considerations, potentially causing harm to subjects or ecosystems.
# '''Sacrificing Morality:''' Engaging in practices that require sacrificing one's own morality or ethical principles for the sake of power or knowledge.
<br>
Additionally, you gain advantage on Intelligence (Arcana) checks made to determine the ethical implications of a specific magical effect, item, or action.
|-
|}
<br>
[[File:Ethicafortitude.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Ethical Fortitude
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You project a powerful aura of ethical fortitude that enhances your charisma and moral influence. For the duration, your charisma score increases by 3, and you gain advantage on Charisma checks and saving throws.
<br>
This spell instills a deep sense of ethical conviction in the caster, amplifying their ability to inspire others and sway opinions through persuasive speech and moral leadership. It is often employed by leaders, diplomats, and advocates for justice who seek to rally support for noble causes and uphold moral principles in the face of adversity.
|-
|}
<br>
[[File:Condemnation.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Ethical Condemnation
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You invoke the principles of moral judgment to condemn those who act against ethical norms. Create a 20 foot sphere on a point you can see within range. Any creature within that sphere must make a Wisdom saving throw. On a failed save, the creature becomes ethically bound, suffering disadvantage on attack rolls, ability checks, and saving throws for the duration. Additionally, any attack roll made against the target by a creature within the spell's range (60 feet) gains advantage.
<br>
At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
|-
|}
= Arcane Engineering and Artificing =
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:''' Magnus Vitale
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Advanced Studies in Necromancy =
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:''' Dante Pierce
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3) '''DEX''' 10 (+0) '''CON''' 16 (+3)
<br>
'''INT''' 3 (-4) '''WIS''' 8 (-1) '''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
74bf2b82f4f1134cfe16276f867e3cd8b3bc2335
442
441
2024-04-19T01:14:07Z
Dnavas
2
/* Advanced Studies in Necromancy */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
= Introduction to Mana Manipulation =
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Principles of Elemental Magic =
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:''' Alderian Bradburn
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Enchantment and Illusion: Mastering the Art =
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:''' Lysandra Otto
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
= Alchemy and Potion Brewing =
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:''' Garrick Greer
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
= Magical Creatures and Beast Lore =
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:''' Cicero Holden
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
= Runic Inscriptions and Glyph Crafting =
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:''' Rowena Upton
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier +3 (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains +2 to their AC as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 2d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* They gain advantage on saving throws against being paralyzed, petrified, or restrained.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 25 feet away from them.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Divination & Celestial Magic =
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
A course exploring unique spellcasting methods, magical theory, and arcane rituals.
<br>
'''Professor:''' Isolde Howell
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
= Theoretical Studies in Transmutation =
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:''' Lyra Graves
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
= Artifacts and Relics: Unlocking Their Power =
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:''' Orion Faintree
<br>
'''Race:'''
<br>
[[File:Arcaneconduit.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Arcane Conduit
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You tap into the latent power of magical artifacts, summoning forth their essence to aid you in your endeavors. Choose one of the following artifacts when you cast this spell:
<br>
# '''Scepter of Brilliance:''' A radiant glow emanates from your hand, casting bright light in a 10-foot radius and dim light for an additional 10 feet. All allies within the radius gain advantage on their next attack roll.
# '''Amulet of Warding:''' A shimmering shield materializes around you, providing temporary hit points equal to your spellcasting ability modifier to yourself and all allies within 10 feet of you.
# '''Blade of Binding:''' A spectral sword appears in your hand, granting you a +1 bonus to attack and damage rolls. On a hit, the target must succeed on a Wisdom saving throw or be restrained until the start of your next turn.
# '''Cauldron of Chaos:''' You summon a swirling vortex of arcane energy, centered on a point within 30 feet of you. Each creature of your choice within a 10-foot radius of the point must make a Dexterity saving throw or take 2d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once you have chosen an artifact, its effect persists for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Reliquary.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Reliquary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of a broken artifact)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the mystical energies of ancient artifacts, summoning forth one of four relics at random to aid you in combat. Roll a d4 and consult the following list to determine which relic manifests:
<br>
# '''Shield of Sentinel:''' A shimmering shield of magical energy materializes in your hand, granting you a +2 bonus to AC until the end of your next turn. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
# '''Sword of Searing Light:''' A radiant longsword appears in your grasp, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. You can use your action to make a melee spell attack with the sword, dealing 2d8 radiant damage on a hit.
# '''Cloak of Shadows:''' A billowing cloak of darkness envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks until the end of your next turn.
# '''Orb of Arcane Amplification:''' An orb crackling with arcane energy hovers before you, pulsating with power. You can use your action to release a blast of magical energy in a 15-foot cone originating from the orb. Each creature in the area must make a Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once summoned, the chosen relic remains in existence for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Relicrecall.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Relic Recall
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small gemstone worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || By channeling the latent magical energies within your being, you invoke the power of ancient artifacts, sacrificing your lower-tier spells for access to potent relics. As you cast this spell, you must sacrifice all your remaining 1st-level spell slots.
<br>
Upon doing so, choose one of four powerful relics to manifest:
<br>
# '''Spellweaver's Wand:''' A masterfully crafted wand pulsating with arcane energy appears in your hand. While wielding this wand, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the magic missile spell (1st level) without expending a spell slot, targeting up to three creatures of your choice within range.
# '''Staff of the Celestial Sage:''' A staff adorned with celestial symbols materializes before you. While wielding this staff, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the cure wounds spell (1st level) without expending a spell slot, using your spellcasting ability modifier for healing.
# '''Cloak of the Ethereal Traveler:''' A billowing cloak woven from shadowstuff envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks. Additionally, you can use your action to become ethereal until the end of your next turn, allowing you to move through creatures and objects as if they were difficult terrain.
# '''Orb of the Elemental Magus:''' A swirling orb crackling with elemental energy forms above your outstretched hand. While holding this orb, you gain resistance to acid, cold, fire, lightning, or thunder damage (your choice). Additionally, you can use your action to cast the chromatic orb spell (1st level) without expending a spell slot, choosing the damage type when you cast it.
<br>
Once you choose a relic, it remains in your possession for the duration of the spell or until you dismiss it as a bonus action. If you lose concentration before the spell ends, the relic vanishes, and the spell slot sacrifices are lost.
|-
|}
= Magical Ethics and Moral Philosophy =
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:''' Lucian Archer
<br>
'''Race:'''
[[File:Principlesofethics.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Principles of Ethical Magic
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You attune your senses to the ethical implications of magical actions. For the duration, you gain the ability to detect moral conflicts or ethical dilemmas related to magic use within 30 feet of you. This sense allows you to discern whether a particular course of magical action could potentially harm innocent creatures, violate ethical principles, or have negative consequences. The DM will side-bar with you what you've been able to deduce.
<br>
Examples of ethical implications in magic use include:
<br>
# '''Harming Innocents:''' Using magic that causes harm to innocent creatures or bystanders without just cause.
# '''Manipulating Minds:''' Employing spells that manipulate or coerce the minds of others without their consent.
# '''Violating Consent:''' Casting spells that invade the privacy or violate the consent of individuals, such as scrying or charm spells.
# '''Unintended Consequences:''' Ignoring the potential unintended consequences of magical actions, such as creating harmful environmental effects or unleashing dangerous entities.
# '''Discriminatory Practices:''' Employing magic in ways that perpetuate discrimination, prejudice, or oppression against certain groups or individuals.
# '''Environmental Impact:''' Using magic that causes long-term damage to the environment or disrupts natural ecosystems.
# '''Disrupting Balance:''' Manipulating magical forces in a way that disrupts the natural balance of the world or the cosmic order.
# '''Exploiting Vulnerabilities:''' Exploiting vulnerabilities or weaknesses in others for personal gain or advantage through magical means.
# '''Ethical Research:''' Conducting magical research or experimentation without proper ethical considerations, potentially causing harm to subjects or ecosystems.
# '''Sacrificing Morality:''' Engaging in practices that require sacrificing one's own morality or ethical principles for the sake of power or knowledge.
<br>
Additionally, you gain advantage on Intelligence (Arcana) checks made to determine the ethical implications of a specific magical effect, item, or action.
|-
|}
<br>
[[File:Ethicafortitude.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Ethical Fortitude
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You project a powerful aura of ethical fortitude that enhances your charisma and moral influence. For the duration, your charisma score increases by 3, and you gain advantage on Charisma checks and saving throws.
<br>
This spell instills a deep sense of ethical conviction in the caster, amplifying their ability to inspire others and sway opinions through persuasive speech and moral leadership. It is often employed by leaders, diplomats, and advocates for justice who seek to rally support for noble causes and uphold moral principles in the face of adversity.
|-
|}
<br>
[[File:Condemnation.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Ethical Condemnation
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You invoke the principles of moral judgment to condemn those who act against ethical norms. Create a 20 foot sphere on a point you can see within range. Any creature within that sphere must make a Wisdom saving throw. On a failed save, the creature becomes ethically bound, suffering disadvantage on attack rolls, ability checks, and saving throws for the duration. Additionally, any attack roll made against the target by a creature within the spell's range (60 feet) gains advantage.
<br>
At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
|-
|}
= Arcane Engineering and Artificing =
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:''' Magnus Vitale
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Advanced Studies in Necromancy =
An advanced course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:''' Dante Pierce
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3)
<br>
'''DEX''' 10 (+0)
<br>
'''CON''' 16 (+3)
<br>
'''INT''' 3 (-4)
<br>
'''WIS''' 8 (-1)
<br>
'''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
26f084afdc7221a18939bfe2ebf4c9cfbc106893
443
442
2024-04-19T01:23:04Z
Dnavas
2
/* Advanced Studies in Necromancy */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
= Introduction to Mana Manipulation =
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Principles of Elemental Magic =
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:''' Alderian Bradburn
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Enchantment and Illusion: Mastering the Art =
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:''' Lysandra Otto
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
= Alchemy and Potion Brewing =
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:''' Garrick Greer
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
= Magical Creatures and Beast Lore =
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:''' Cicero Holden
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
= Runic Inscriptions and Glyph Crafting =
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:''' Rowena Upton
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier +3 (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains +2 to their AC as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 2d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* They gain advantage on saving throws against being paralyzed, petrified, or restrained.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 25 feet away from them.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Divination & Celestial Magic =
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
A course exploring unique spellcasting methods, magical theory, and arcane rituals.
<br>
'''Professor:''' Isolde Howell
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
= Theoretical Studies in Transmutation =
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:''' Lyra Graves
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
= Artifacts and Relics: Unlocking Their Power =
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:''' Orion Faintree
<br>
'''Race:'''
<br>
[[File:Arcaneconduit.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Arcane Conduit
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You tap into the latent power of magical artifacts, summoning forth their essence to aid you in your endeavors. Choose one of the following artifacts when you cast this spell:
<br>
# '''Scepter of Brilliance:''' A radiant glow emanates from your hand, casting bright light in a 10-foot radius and dim light for an additional 10 feet. All allies within the radius gain advantage on their next attack roll.
# '''Amulet of Warding:''' A shimmering shield materializes around you, providing temporary hit points equal to your spellcasting ability modifier to yourself and all allies within 10 feet of you.
# '''Blade of Binding:''' A spectral sword appears in your hand, granting you a +1 bonus to attack and damage rolls. On a hit, the target must succeed on a Wisdom saving throw or be restrained until the start of your next turn.
# '''Cauldron of Chaos:''' You summon a swirling vortex of arcane energy, centered on a point within 30 feet of you. Each creature of your choice within a 10-foot radius of the point must make a Dexterity saving throw or take 2d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once you have chosen an artifact, its effect persists for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Reliquary.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Reliquary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of a broken artifact)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the mystical energies of ancient artifacts, summoning forth one of four relics at random to aid you in combat. Roll a d4 and consult the following list to determine which relic manifests:
<br>
# '''Shield of Sentinel:''' A shimmering shield of magical energy materializes in your hand, granting you a +2 bonus to AC until the end of your next turn. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
# '''Sword of Searing Light:''' A radiant longsword appears in your grasp, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. You can use your action to make a melee spell attack with the sword, dealing 2d8 radiant damage on a hit.
# '''Cloak of Shadows:''' A billowing cloak of darkness envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks until the end of your next turn.
# '''Orb of Arcane Amplification:''' An orb crackling with arcane energy hovers before you, pulsating with power. You can use your action to release a blast of magical energy in a 15-foot cone originating from the orb. Each creature in the area must make a Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once summoned, the chosen relic remains in existence for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Relicrecall.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Relic Recall
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small gemstone worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || By channeling the latent magical energies within your being, you invoke the power of ancient artifacts, sacrificing your lower-tier spells for access to potent relics. As you cast this spell, you must sacrifice all your remaining 1st-level spell slots.
<br>
Upon doing so, choose one of four powerful relics to manifest:
<br>
# '''Spellweaver's Wand:''' A masterfully crafted wand pulsating with arcane energy appears in your hand. While wielding this wand, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the magic missile spell (1st level) without expending a spell slot, targeting up to three creatures of your choice within range.
# '''Staff of the Celestial Sage:''' A staff adorned with celestial symbols materializes before you. While wielding this staff, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the cure wounds spell (1st level) without expending a spell slot, using your spellcasting ability modifier for healing.
# '''Cloak of the Ethereal Traveler:''' A billowing cloak woven from shadowstuff envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks. Additionally, you can use your action to become ethereal until the end of your next turn, allowing you to move through creatures and objects as if they were difficult terrain.
# '''Orb of the Elemental Magus:''' A swirling orb crackling with elemental energy forms above your outstretched hand. While holding this orb, you gain resistance to acid, cold, fire, lightning, or thunder damage (your choice). Additionally, you can use your action to cast the chromatic orb spell (1st level) without expending a spell slot, choosing the damage type when you cast it.
<br>
Once you choose a relic, it remains in your possession for the duration of the spell or until you dismiss it as a bonus action. If you lose concentration before the spell ends, the relic vanishes, and the spell slot sacrifices are lost.
|-
|}
= Magical Ethics and Moral Philosophy =
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:''' Lucian Archer
<br>
'''Race:'''
[[File:Principlesofethics.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Principles of Ethical Magic
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You attune your senses to the ethical implications of magical actions. For the duration, you gain the ability to detect moral conflicts or ethical dilemmas related to magic use within 30 feet of you. This sense allows you to discern whether a particular course of magical action could potentially harm innocent creatures, violate ethical principles, or have negative consequences. The DM will side-bar with you what you've been able to deduce.
<br>
Examples of ethical implications in magic use include:
<br>
# '''Harming Innocents:''' Using magic that causes harm to innocent creatures or bystanders without just cause.
# '''Manipulating Minds:''' Employing spells that manipulate or coerce the minds of others without their consent.
# '''Violating Consent:''' Casting spells that invade the privacy or violate the consent of individuals, such as scrying or charm spells.
# '''Unintended Consequences:''' Ignoring the potential unintended consequences of magical actions, such as creating harmful environmental effects or unleashing dangerous entities.
# '''Discriminatory Practices:''' Employing magic in ways that perpetuate discrimination, prejudice, or oppression against certain groups or individuals.
# '''Environmental Impact:''' Using magic that causes long-term damage to the environment or disrupts natural ecosystems.
# '''Disrupting Balance:''' Manipulating magical forces in a way that disrupts the natural balance of the world or the cosmic order.
# '''Exploiting Vulnerabilities:''' Exploiting vulnerabilities or weaknesses in others for personal gain or advantage through magical means.
# '''Ethical Research:''' Conducting magical research or experimentation without proper ethical considerations, potentially causing harm to subjects or ecosystems.
# '''Sacrificing Morality:''' Engaging in practices that require sacrificing one's own morality or ethical principles for the sake of power or knowledge.
<br>
Additionally, you gain advantage on Intelligence (Arcana) checks made to determine the ethical implications of a specific magical effect, item, or action.
|-
|}
<br>
[[File:Ethicafortitude.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Ethical Fortitude
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You project a powerful aura of ethical fortitude that enhances your charisma and moral influence. For the duration, your charisma score increases by 3, and you gain advantage on Charisma checks and saving throws.
<br>
This spell instills a deep sense of ethical conviction in the caster, amplifying their ability to inspire others and sway opinions through persuasive speech and moral leadership. It is often employed by leaders, diplomats, and advocates for justice who seek to rally support for noble causes and uphold moral principles in the face of adversity.
|-
|}
<br>
[[File:Condemnation.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Ethical Condemnation
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You invoke the principles of moral judgment to condemn those who act against ethical norms. Create a 20 foot sphere on a point you can see within range. Any creature within that sphere must make a Wisdom saving throw. On a failed save, the creature becomes ethically bound, suffering disadvantage on attack rolls, ability checks, and saving throws for the duration. Additionally, any attack roll made against the target by a creature within the spell's range (60 feet) gains advantage.
<br>
At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
|-
|}
= Arcane Engineering and Artificing =
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:''' Magnus Vitale
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Studies in Necromancy =
A course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:''' Dante Pierce
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3)
<br>
'''DEX''' 10 (+0)
<br>
'''CON''' 16 (+3)
<br>
'''INT''' 3 (-4)
<br>
'''WIS''' 8 (-1)
<br>
'''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
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[[File:Wwaerial.png|frame|left]]
== Founding and Legacy ==
For over several hundred years, the prestigious magical academy of Wulfram and Wayne has stood as a beacon of learning and enlightenment in the realm of sorcery. Founded by the illustrious wizards [[Atticus Wulfram]] and [[Mathias Wayne]], the school has nurtured the talents of countless generations of aspiring mages, shaping them into masters of the arcane arts from the moment they disembark from [[The Skyward Serpent]]. While at the school, student's not only learn to master the arcane, but also participate in [[Wulfram and Wayne Events|events]] where they bond with fellow students.
== House System ==
Central to the school's ethos is its division into four distinct houses, each named after legendary creatures of myth and magic. Students are sorted into these houses upon their arrival at the academy, where they form lifelong bonds with their fellow housemates and engage in friendly competition and camaraderie.
* [[Auriel House]]: Represented by the graceful and ethereal fairy, Auriel House embodies the virtues of creativity, intuition, and enchantment.
* [[Rathos House]]: Symbolized by the cunning and industrious spider, Rathos House values cunning, resourcefulness, and determination.
* [[Gauthwin House]]: Adorned with the majestic and noble griffin, Gauthwin House prioritizes courage, loyalty, and strength.
* [[Olivier House]]: Represented by the wise and observant owl, Olivier House esteems wisdom, knowledge, and intellect above all else.
== Academic Excellence ==
From its humble beginnings as a small enclave of magical scholars to its present-day status as the foremost institutions of magical learning, Wulfram and Wayne has remained dedicated to its mission of fostering the next generation of magic users. Students embark on a journey of discovery and self-discovery, honing their magical talents and forging lifelong friendships that transcend the boundaries of time and space.
== Enduring Tradition ==
As the legacy of Atticus Wulfram and Matthias Wayne continues to inspire future generations of magic users, the halls of Wulfram and Wayne echo with the whispers of ancient spells and the promise of limitless potential. The school remains a cornerstone of magical education, its name synonymous with excellence and innovation in the realm of sorcery.
== Academia ==
At Wulfram and Wayne, academic rigor is the cornerstone of magical education. Students are challenged to delve into the depths of magical theory, hone their spellcasting skills, and push the boundaries of their magical knowledge. Each one of Wulfram and Wayne's [[classes]] is designed to provide a comprehensive understanding of magical principles, from the intricacies of spellcasting to the ethical considerations of wielding arcane power.
Under the guidance of esteemed faculty members, students engage in rigorous coursework, hands-on experiments, and collaborative projects that foster critical thinking, creativity, and intellectual curiosity. From mastering complex incantations to unraveling the mysteries of ancient runes, students are encouraged to push themselves beyond their limits and strive for academic excellence.
The curriculum at Wulfram and Wayne is carefully crafted to provide a balance of theoretical study and practical application, ensuring that students develop both a deep understanding of magical theory and the practical skills necessary to wield magic responsibly. With small class sizes and personalized attention from faculty mentors, students are empowered to explore their interests, pursue their passions, and unlock their full potential as skilled practitioners of the arcane arts.
As they progress through their studies, students face increasingly challenging coursework, culminating in advanced seminars, independent research projects, and practical exams that put their magical abilities to the test. Through dedication, perseverance, and a commitment to academic excellence, students at Wulfram and Wayne emerge as confident, capable, and knowledgeable spellcasters, ready to embark on their magical journey and make their mark on the world.
== Electives ==
Whilst at Wulfram and Wayne students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in [[Classes|electives]]. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Connection to [[Abaddon]] ==
Legend has it that the origins of Wulfram and Wayne, the prestigious magical academy, are intertwined with the mysterious depths of Abaddon, the bottomless pit that lies in the outskirts of [[Geffen]]'s lands. According to ancient texts and oral traditions passed down through generations, the founders of Wulfram and Wayne, Atticus Wulfram and Matthias Wayne, were renowned adventurers and scholars who embarked on a perilous journey into the depths of Abaddon in search of lost knowledge and arcane secrets.
It is said that Wulfram and Wayne discovered ancient relics and artifacts within the depths of Abaddon, relics imbued with immense magical power and hidden knowledge. These artifacts, rumored to have been created by the ancient sea deity [[Grethis]], held the key to unlocking new realms of magical understanding and enlightenment.
Upon their return from the depths of Abaddon, Wulfram and Wayne established their magical academy, drawing upon the wisdom and insights gleaned from their expedition. They sought to create a place where aspiring magic users could study the arcane arts, delve into the mysteries of magic, and unlock the secrets of the universe.
Over the centuries, the connection between Wulfram and Wayne and Abaddon has persisted, with the academy serving as a beacon of magical knowledge and enlightenment for students from across [[Rune Midgard]]. Scholars speculate that the artifacts retrieved from Abaddon still reside within the depths of the academy, hidden away in secret chambers and arcane vaults, waiting to be discovered by those brave enough to seek them out.
Despite the dangers posed by Abaddon and the mysteries that lie within its depths, the link between Wulfram and Wayne and the bottomless pit remains a source of fascination and intrigue for generations of students and scholars, inspiring tales of adventure, discovery, and the limitless potential of magic.
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text/x-wiki
[[File:Wwaerial.png|frame|left]]
== Founding and Legacy ==
For over several hundred years, the prestigious magical academy of Wulfram and Wayne has stood as a beacon of learning and enlightenment in the realm of sorcery. Founded by the illustrious wizards [[Atticus Wulfram]] and [[Mathias Wayne]], the school has nurtured the talents of countless generations of aspiring mages, shaping them into masters of the arcane arts from the moment they disembark from [[The Skyward Serpent]]. While at the school, student's not only learn to master the arcane, but also participate in [[Wulfram and Wayne Events|events]] where they bond with fellow students.
== House System ==
Central to the school's ethos is its division into four distinct houses, each named after legendary creatures of myth and magic. Students are sorted into these houses upon their arrival at the academy, where they form lifelong bonds with their fellow housemates and engage in friendly competition and camaraderie.
* [[Auriel House]]: Represented by the graceful and ethereal fairy, Auriel House embodies the virtues of creativity, intuition, and enchantment.
* [[Rathos House]]: Symbolized by the cunning and industrious spider, Rathos House values cunning, resourcefulness, and determination.
* [[Gauthwin House]]: Adorned with the majestic and noble griffin, Gauthwin House prioritizes courage, loyalty, and strength.
* [[Olivier House]]: Represented by the wise and observant owl, Olivier House esteems wisdom, knowledge, and intellect above all else.
== Academic Excellence ==
From its humble beginnings as a small enclave of magical scholars to its present-day status as the foremost institutions of magical learning, Wulfram and Wayne has remained dedicated to its mission of fostering the next generation of magic users. Students embark on a journey of discovery and self-discovery, honing their magical talents and forging lifelong friendships that transcend the boundaries of time and space.
== Enduring Tradition ==
As the legacy of Atticus Wulfram and Matthias Wayne continues to inspire future generations of magic users, the halls of Wulfram and Wayne echo with the whispers of ancient spells and the promise of limitless potential. The school remains a cornerstone of magical education, its name synonymous with excellence and innovation in the realm of sorcery.
== Key Areas ==
* [[Goerethal Library and Archives]]
* [[Stables]]
* [[Aqueducts]]
* [[Pest Control Center]]
== Academia ==
At Wulfram and Wayne, academic rigor is the cornerstone of magical education. Students are challenged to delve into the depths of magical theory, hone their spellcasting skills, and push the boundaries of their magical knowledge. Each one of Wulfram and Wayne's [[classes]] is designed to provide a comprehensive understanding of magical principles, from the intricacies of spellcasting to the ethical considerations of wielding arcane power.
Under the guidance of esteemed faculty members, students engage in rigorous coursework, hands-on experiments, and collaborative projects that foster critical thinking, creativity, and intellectual curiosity. From mastering complex incantations to unraveling the mysteries of ancient runes, students are encouraged to push themselves beyond their limits and strive for academic excellence.
The curriculum at Wulfram and Wayne is carefully crafted to provide a balance of theoretical study and practical application, ensuring that students develop both a deep understanding of magical theory and the practical skills necessary to wield magic responsibly. With small class sizes and personalized attention from faculty mentors, students are empowered to explore their interests, pursue their passions, and unlock their full potential as skilled practitioners of the arcane arts.
As they progress through their studies, students face increasingly challenging coursework, culminating in advanced seminars, independent research projects, and practical exams that put their magical abilities to the test. Through dedication, perseverance, and a commitment to academic excellence, students at Wulfram and Wayne emerge as confident, capable, and knowledgeable spellcasters, ready to embark on their magical journey and make their mark on the world.
== Electives ==
Whilst at Wulfram and Wayne students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in [[Classes|electives]]. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Connection to [[Abaddon]] ==
Legend has it that the origins of Wulfram and Wayne, the prestigious magical academy, are intertwined with the mysterious depths of Abaddon, the bottomless pit that lies in the outskirts of [[Geffen]]'s lands. According to ancient texts and oral traditions passed down through generations, the founders of Wulfram and Wayne, Atticus Wulfram and Matthias Wayne, were renowned adventurers and scholars who embarked on a perilous journey into the depths of Abaddon in search of lost knowledge and arcane secrets.
It is said that Wulfram and Wayne discovered ancient relics and artifacts within the depths of Abaddon, relics imbued with immense magical power and hidden knowledge. These artifacts, rumored to have been created by the ancient sea deity [[Grethis]], held the key to unlocking new realms of magical understanding and enlightenment.
Upon their return from the depths of Abaddon, Wulfram and Wayne established their magical academy, drawing upon the wisdom and insights gleaned from their expedition. They sought to create a place where aspiring magic users could study the arcane arts, delve into the mysteries of magic, and unlock the secrets of the universe.
Over the centuries, the connection between Wulfram and Wayne and Abaddon has persisted, with the academy serving as a beacon of magical knowledge and enlightenment for students from across [[Rune Midgard]]. Scholars speculate that the artifacts retrieved from Abaddon still reside within the depths of the academy, hidden away in secret chambers and arcane vaults, waiting to be discovered by those brave enough to seek them out.
Despite the dangers posed by Abaddon and the mysteries that lie within its depths, the link between Wulfram and Wayne and the bottomless pit remains a source of fascination and intrigue for generations of students and scholars, inspiring tales of adventure, discovery, and the limitless potential of magic.
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/* Key Areas */
wikitext
text/x-wiki
[[File:Wwaerial.png|frame|left]]
== Founding and Legacy ==
For over several hundred years, the prestigious magical academy of Wulfram and Wayne has stood as a beacon of learning and enlightenment in the realm of sorcery. Founded by the illustrious wizards [[Atticus Wulfram]] and [[Mathias Wayne]], the school has nurtured the talents of countless generations of aspiring mages, shaping them into masters of the arcane arts from the moment they disembark from [[The Skyward Serpent]]. While at the school, student's not only learn to master the arcane, but also participate in [[Wulfram and Wayne Events|events]] where they bond with fellow students.
== House System ==
Central to the school's ethos is its division into four distinct houses, each named after legendary creatures of myth and magic. Students are sorted into these houses upon their arrival at the academy, where they form lifelong bonds with their fellow housemates and engage in friendly competition and camaraderie.
* [[Auriel House]]: Represented by the graceful and ethereal fairy, Auriel House embodies the virtues of creativity, intuition, and enchantment.
* [[Rathos House]]: Symbolized by the cunning and industrious spider, Rathos House values cunning, resourcefulness, and determination.
* [[Gauthwin House]]: Adorned with the majestic and noble griffin, Gauthwin House prioritizes courage, loyalty, and strength.
* [[Olivier House]]: Represented by the wise and observant owl, Olivier House esteems wisdom, knowledge, and intellect above all else.
== Academic Excellence ==
From its humble beginnings as a small enclave of magical scholars to its present-day status as the foremost institutions of magical learning, Wulfram and Wayne has remained dedicated to its mission of fostering the next generation of magic users. Students embark on a journey of discovery and self-discovery, honing their magical talents and forging lifelong friendships that transcend the boundaries of time and space.
== Enduring Tradition ==
As the legacy of Atticus Wulfram and Matthias Wayne continues to inspire future generations of magic users, the halls of Wulfram and Wayne echo with the whispers of ancient spells and the promise of limitless potential. The school remains a cornerstone of magical education, its name synonymous with excellence and innovation in the realm of sorcery.
== Notable Areas ==
* [[Goerethal Library and Archives]]
* [[Stables]]
* [[Aqueducts]]
* [[Pest Control Center]]
* [[Berringer Arena]]: Wulfrum and Waynes arena to play the game Arcane Adversary.
== Academia ==
At Wulfram and Wayne, academic rigor is the cornerstone of magical education. Students are challenged to delve into the depths of magical theory, hone their spellcasting skills, and push the boundaries of their magical knowledge. Each one of Wulfram and Wayne's [[classes]] is designed to provide a comprehensive understanding of magical principles, from the intricacies of spellcasting to the ethical considerations of wielding arcane power.
Under the guidance of esteemed faculty members, students engage in rigorous coursework, hands-on experiments, and collaborative projects that foster critical thinking, creativity, and intellectual curiosity. From mastering complex incantations to unraveling the mysteries of ancient runes, students are encouraged to push themselves beyond their limits and strive for academic excellence.
The curriculum at Wulfram and Wayne is carefully crafted to provide a balance of theoretical study and practical application, ensuring that students develop both a deep understanding of magical theory and the practical skills necessary to wield magic responsibly. With small class sizes and personalized attention from faculty mentors, students are empowered to explore their interests, pursue their passions, and unlock their full potential as skilled practitioners of the arcane arts.
As they progress through their studies, students face increasingly challenging coursework, culminating in advanced seminars, independent research projects, and practical exams that put their magical abilities to the test. Through dedication, perseverance, and a commitment to academic excellence, students at Wulfram and Wayne emerge as confident, capable, and knowledgeable spellcasters, ready to embark on their magical journey and make their mark on the world.
== Electives ==
Whilst at Wulfram and Wayne students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in [[Classes|electives]]. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Connection to [[Abaddon]] ==
Legend has it that the origins of Wulfram and Wayne, the prestigious magical academy, are intertwined with the mysterious depths of Abaddon, the bottomless pit that lies in the outskirts of [[Geffen]]'s lands. According to ancient texts and oral traditions passed down through generations, the founders of Wulfram and Wayne, Atticus Wulfram and Matthias Wayne, were renowned adventurers and scholars who embarked on a perilous journey into the depths of Abaddon in search of lost knowledge and arcane secrets.
It is said that Wulfram and Wayne discovered ancient relics and artifacts within the depths of Abaddon, relics imbued with immense magical power and hidden knowledge. These artifacts, rumored to have been created by the ancient sea deity [[Grethis]], held the key to unlocking new realms of magical understanding and enlightenment.
Upon their return from the depths of Abaddon, Wulfram and Wayne established their magical academy, drawing upon the wisdom and insights gleaned from their expedition. They sought to create a place where aspiring magic users could study the arcane arts, delve into the mysteries of magic, and unlock the secrets of the universe.
Over the centuries, the connection between Wulfram and Wayne and Abaddon has persisted, with the academy serving as a beacon of magical knowledge and enlightenment for students from across [[Rune Midgard]]. Scholars speculate that the artifacts retrieved from Abaddon still reside within the depths of the academy, hidden away in secret chambers and arcane vaults, waiting to be discovered by those brave enough to seek them out.
Despite the dangers posed by Abaddon and the mysteries that lie within its depths, the link between Wulfram and Wayne and the bottomless pit remains a source of fascination and intrigue for generations of students and scholars, inspiring tales of adventure, discovery, and the limitless potential of magic.
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File:Reliquary.png
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reliquary
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File:Relicrecall.png
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Dnavas
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recall
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The Skyward Serpent
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166
2024-04-19T01:44:27Z
Dnavas
2
/* Craftsmanship and Design */
wikitext
text/x-wiki
[[File:Skywardserpent.png|frame|left]]
= The Skyward Serpent: A Magical Marvel =
== Craftsmanship and Design ==
The Skyward Serpent, a marvel of magical engineering, serves as the primary mode of transportation for students en route to [[Wulfram and Wayne]], the prestigious magical academy. Crafted centuries ago by master wizards and skilled artisans, the Skyward Serpent is a testament to both the ingenuity of its creators and the boundless possibilities of magic.
== Ornate Exterior ==
The train itself resembles a magnificent serpentine dragon, its sleek body adorned with intricate runes and symbols that shimmer with ethereal light. Its wings span wide and glisten in the sunlight as it soars through the skies. Each carriage is meticulously crafted, with ornate detailing and exquisite craftsmanship that speaks to the wealth and power of the academy it serves.
== Luxurious Interior ==
As the Skyward Serpent glides effortlessly through the air, its passengers are treated to breathtaking views of the surrounding landscape, from verdant forests and rolling hills to towering mountains and winding rivers. Inside the carriages, plush velvet seats line the aisles, adorned with golden trim and embroidered with the school crest.
== Elegance and Comfort ==
The interiors of the carriages are no less impressive, with polished mahogany paneling, stained glass windows, and crystal chandeliers that cast a warm and inviting glow. Elaborate tapestries line the walls, depicting scenes of magical lore and mythical creatures, while the aroma of enchanted herbs and spices wafts through the air, soothing the senses and instilling a sense of tranquility.
== Masterful Guidance ==
At the helm of the Skyward Serpent sits the conductor, a master wizard of unparalleled skill and wisdom, who guides the train with a steady hand and a keen eye. With a flick of their wand, they command the arcane engines that power the train, harnessing the very essence of magic to propel it forward through the skies.
== Symbol of Prestige ==
As the Skyward Serpent makes its journey to [[Wulfram and Wayne]], it serves not only as a mode of transportation but also as a symbol of the academy's prestige and tradition. For those fortunate enough to embark on this magical journey, the experience is nothing short of enchanting, a fitting prelude to the wonders that await them at their destination.
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File:Pestcontrol.png
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2024-04-19T14:25:30Z
Dnavas
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wikitext
text/x-wiki
pest control
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Pest Control Center
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2024-04-19T14:35:31Z
Dnavas
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Created page with "[[File:Pestcontrol.png|frame]] The Pest Control Center headquarters within [[Wulfram and Wayne]] is a whimsical yet eclectic establishment nestled in the heart of the campus. Its exterior is adorned with vibrant colors and playful decorations, giving it a cheerful and inviting appearance. As students approach, they are greeted by a large sign adorned with cartoonish depictions of various magical creatures, each wearing comically oversized glasses and holding tiny brooms...."
wikitext
text/x-wiki
[[File:Pestcontrol.png|frame]]
The Pest Control Center headquarters within [[Wulfram and Wayne]] is a whimsical yet eclectic establishment nestled in the heart of the campus. Its exterior is adorned with vibrant colors and playful decorations, giving it a cheerful and inviting appearance. As students approach, they are greeted by a large sign adorned with cartoonish depictions of various magical creatures, each wearing comically oversized glasses and holding tiny brooms.
<br>
Upon entering the headquarters, students are greeted by a spacious and brightly lit lobby decorated with enchanted tapestries depicting scenes of mythical creatures engaged in comical antics. The air is filled with the scent of herbs and flowers, creating a pleasant and inviting atmosphere.
<br>
The main reception desk is manned by a team of friendly and knowledgeable staff members who are always eager to assist students with their pest-related inquiries. Behind the desk, shelves are lined with jars containing an assortment of magical ingredients and potions, each labeled with names and colorful illustrations.
<br>
The headquarters houses a variety of specialized departments dedicated to different aspects of pest control, including magical creature identification, containment, and removal. Each department is equipped with state-of-the-art equipment and tools designed to handle even the most elusive and mischievous pests.
<br>
Throughout the headquarters, students will find interactive displays and educational exhibits designed to teach them about the various magical creatures that inhabit the campus and how to safely interact with them. There are also hands-on workshops and training sessions where students can learn practical skills such as spellcasting techniques and potion brewing.
<br>
Despite its serious mission, the Pest Control Center headquarters maintains a lighthearted and fun-loving atmosphere, reflecting the school's commitment to fostering a sense of curiosity and wonder among its students. Whether they are studying the habits of mischievous pixies or learning how to safely capture a runaway dragon, students at Wulfram and Wayne's Pest Control Center headquarters are sure to find themselves in for a magical adventure.
== Common Pests ==
* [[Allup]]
* [[Arcane Rat]]
* [[Bison Worm]]
* [[Coiled Hare]]
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448
2024-04-19T14:36:13Z
Dnavas
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wikitext
text/x-wiki
[[File:Pestcontrol.png|left|frame]]
The Pest Control Center headquarters within [[Wulfram and Wayne]] is a whimsical yet eclectic establishment nestled in the heart of the campus. Its exterior is adorned with vibrant colors and playful decorations, giving it a cheerful and inviting appearance. As students approach, they are greeted by a large sign adorned with cartoonish depictions of various magical creatures, each wearing comically oversized glasses and holding tiny brooms.
<br>
Upon entering the headquarters, students are greeted by a spacious and brightly lit lobby decorated with enchanted tapestries depicting scenes of mythical creatures engaged in comical antics. The air is filled with the scent of herbs and flowers, creating a pleasant and inviting atmosphere.
<br>
The main reception desk is manned by a team of friendly and knowledgeable staff members who are always eager to assist students with their pest-related inquiries. Behind the desk, shelves are lined with jars containing an assortment of magical ingredients and potions, each labeled with names and colorful illustrations.
<br>
The headquarters houses a variety of specialized departments dedicated to different aspects of pest control, including magical creature identification, containment, and removal. Each department is equipped with state-of-the-art equipment and tools designed to handle even the most elusive and mischievous pests.
<br>
Throughout the headquarters, students will find interactive displays and educational exhibits designed to teach them about the various magical creatures that inhabit the campus and how to safely interact with them. There are also hands-on workshops and training sessions where students can learn practical skills such as spellcasting techniques and potion brewing.
<br>
Despite its serious mission, the Pest Control Center headquarters maintains a lighthearted and fun-loving atmosphere, reflecting the school's commitment to fostering a sense of curiosity and wonder among its students. Whether they are studying the habits of mischievous pixies or learning how to safely capture a runaway dragon, students at Wulfram and Wayne's Pest Control Center headquarters are sure to find themselves in for a magical adventure.
== Common Pests ==
* [[Allup]]
* [[Arcane Rat]]
* [[Bison Worm]]
* [[Coiled Hare]]
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455
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2024-04-19T14:54:41Z
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Protected "[[Pest Control Center]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Pestcontrol.png|left|frame]]
The Pest Control Center headquarters within [[Wulfram and Wayne]] is a whimsical yet eclectic establishment nestled in the heart of the campus. Its exterior is adorned with vibrant colors and playful decorations, giving it a cheerful and inviting appearance. As students approach, they are greeted by a large sign adorned with cartoonish depictions of various magical creatures, each wearing comically oversized glasses and holding tiny brooms.
<br>
Upon entering the headquarters, students are greeted by a spacious and brightly lit lobby decorated with enchanted tapestries depicting scenes of mythical creatures engaged in comical antics. The air is filled with the scent of herbs and flowers, creating a pleasant and inviting atmosphere.
<br>
The main reception desk is manned by a team of friendly and knowledgeable staff members who are always eager to assist students with their pest-related inquiries. Behind the desk, shelves are lined with jars containing an assortment of magical ingredients and potions, each labeled with names and colorful illustrations.
<br>
The headquarters houses a variety of specialized departments dedicated to different aspects of pest control, including magical creature identification, containment, and removal. Each department is equipped with state-of-the-art equipment and tools designed to handle even the most elusive and mischievous pests.
<br>
Throughout the headquarters, students will find interactive displays and educational exhibits designed to teach them about the various magical creatures that inhabit the campus and how to safely interact with them. There are also hands-on workshops and training sessions where students can learn practical skills such as spellcasting techniques and potion brewing.
<br>
Despite its serious mission, the Pest Control Center headquarters maintains a lighthearted and fun-loving atmosphere, reflecting the school's commitment to fostering a sense of curiosity and wonder among its students. Whether they are studying the habits of mischievous pixies or learning how to safely capture a runaway dragon, students at Wulfram and Wayne's Pest Control Center headquarters are sure to find themselves in for a magical adventure.
== Common Pests ==
* [[Allup]]
* [[Arcane Rat]]
* [[Bison Worm]]
* [[Coiled Hare]]
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File:Magerat.png
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2024-04-19T14:40:51Z
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arcane rat
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Arcane Rat
0
171
451
2024-04-19T14:50:45Z
Dnavas
2
Created page with "[[File:Magerat.png|frame|left]] ==Appearance== The Arcane Rat is a small, nimble creature with sleek fur that shimmers with a faint magical aura. Its eyes gleam with intelligence, reflecting the curiosity and mischief that define its nature. Despite its diminutive size, the Arcane Rat possesses an air of confidence and cunning. ==Abilities== * '''Magical Aptitude:''' Though small in stature, the Arcane Rat possesses a surprising affinity for magic. It has the ability t..."
wikitext
text/x-wiki
[[File:Magerat.png|frame|left]]
==Appearance==
The Arcane Rat is a small, nimble creature with sleek fur that shimmers with a faint magical aura. Its eyes gleam with intelligence, reflecting the curiosity and mischief that define its nature. Despite its diminutive size, the Arcane Rat possesses an air of confidence and cunning.
==Abilities==
* '''Magical Aptitude:''' Though small in stature, the Arcane Rat possesses a surprising affinity for magic. It has the ability to learn and mimic basic spells, often sneaking into classrooms or libraries to observe and absorb magical knowledge.
* '''Stealth:''' The Arcane Rat moves with incredible stealth and agility, making it difficult to detect as it scampers through the corridors and hidden nooks of Wulfram and Wayne's campus.
* '''Adaptability:''' This clever creature adapts quickly to its surroundings, using its keen senses and magical intuition to navigate obstacles and evade capture.
==Behavior:==
The Arcane Rat is a mischievous creature known for its penchant for exploration and experimentation. It is drawn to areas rich in magical energy, where it eagerly seeks out opportunities to expand its repertoire of spells and abilities.
<br>
Despite its penchant for mischief, the Arcane Rat is not inherently malicious. Instead, it is driven by an insatiable curiosity and a desire to understand the secrets of magic. However, its actions can sometimes inadvertently cause chaos and disruption within the campus, leading to frustration among students and faculty alike.
<br>
==Encounters==
Encounters with the Arcane Rat typically involve students and faculty members attempting to capture or deter the creature from causing further mischief. While it poses little direct threat, its ability to cast simple spells can lead to unpredictable outcomes if left unchecked.
==Role in Lore==
The presence of the Arcane Rat serves as a whimsical yet significant aspect of life at Wulfram and Wayne. Its antics add an element of unpredictability to the campus environment, reminding students and faculty alike of the ever-present influence of magic in their lives. Despite its status as a nuisance, the Arcane Rat is often regarded with a mixture of annoyance and affection, becoming an enduring symbol of the school's magical heritage.
=Stat Block=
'''Arcane Rat'''
<br>
''Small beast, neutral''
<br>
'''Armor Class:''' 12
<br<>
'''Hit Points:''' 7 (2d6)
<br>
'''Speed:''' 30 ft.
'''STR''' 6 (-2)
<br>
'''DEX''' 14 (+2)
<br>
'''CON''' 10 (+0)
<br>
'''INT''' 8 (-1)
<br>
'''WIS''' 12 (+1)
<br>
'''CHA''' 6 (-2)
<br>
'''Skills:''' Perception +3, Stealth +4
<br>
'''Senses:''' darkvision 30 ft., passive Perception 13
<br>
'''Languages:''' understands Common but can't speak
<br>
''Keen Senses'': The arcane rat has advantage on Wisdom (Perception) checks that rely on hearing or smell.
<br>
''Magical Mimicry'': The arcane rat can cast the mage hand cantrip at will, using its Intelligence modifier for the spell's attack and damage rolls. It can also cast minor illusion once per short rest, using its Intelligence modifier for the spellcasting ability. Additionally, it can cast shocking grasp once per short rest, using its Intelligence modifier for the spellcasting ability.
<br>
'''Actions'''
<br>
''Bite'': Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
<br>
''Spellcasting:'' The arcane rat can cast mage hand at will, minor illusion and shocking grasp once per short rest, using Intelligence as its spellcasting ability (spell save DC 9, +1 to hit with spell attacks).
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Protected "[[Arcane Rat]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Magerat.png|frame|left]]
==Appearance==
The Arcane Rat is a small, nimble creature with sleek fur that shimmers with a faint magical aura. Its eyes gleam with intelligence, reflecting the curiosity and mischief that define its nature. Despite its diminutive size, the Arcane Rat possesses an air of confidence and cunning.
==Abilities==
* '''Magical Aptitude:''' Though small in stature, the Arcane Rat possesses a surprising affinity for magic. It has the ability to learn and mimic basic spells, often sneaking into classrooms or libraries to observe and absorb magical knowledge.
* '''Stealth:''' The Arcane Rat moves with incredible stealth and agility, making it difficult to detect as it scampers through the corridors and hidden nooks of Wulfram and Wayne's campus.
* '''Adaptability:''' This clever creature adapts quickly to its surroundings, using its keen senses and magical intuition to navigate obstacles and evade capture.
==Behavior:==
The Arcane Rat is a mischievous creature known for its penchant for exploration and experimentation. It is drawn to areas rich in magical energy, where it eagerly seeks out opportunities to expand its repertoire of spells and abilities.
<br>
Despite its penchant for mischief, the Arcane Rat is not inherently malicious. Instead, it is driven by an insatiable curiosity and a desire to understand the secrets of magic. However, its actions can sometimes inadvertently cause chaos and disruption within the campus, leading to frustration among students and faculty alike.
<br>
==Encounters==
Encounters with the Arcane Rat typically involve students and faculty members attempting to capture or deter the creature from causing further mischief. While it poses little direct threat, its ability to cast simple spells can lead to unpredictable outcomes if left unchecked.
==Role in Lore==
The presence of the Arcane Rat serves as a whimsical yet significant aspect of life at Wulfram and Wayne. Its antics add an element of unpredictability to the campus environment, reminding students and faculty alike of the ever-present influence of magic in their lives. Despite its status as a nuisance, the Arcane Rat is often regarded with a mixture of annoyance and affection, becoming an enduring symbol of the school's magical heritage.
=Stat Block=
'''Arcane Rat'''
<br>
''Small beast, neutral''
<br>
'''Armor Class:''' 12
<br<>
'''Hit Points:''' 7 (2d6)
<br>
'''Speed:''' 30 ft.
'''STR''' 6 (-2)
<br>
'''DEX''' 14 (+2)
<br>
'''CON''' 10 (+0)
<br>
'''INT''' 8 (-1)
<br>
'''WIS''' 12 (+1)
<br>
'''CHA''' 6 (-2)
<br>
'''Skills:''' Perception +3, Stealth +4
<br>
'''Senses:''' darkvision 30 ft., passive Perception 13
<br>
'''Languages:''' understands Common but can't speak
<br>
''Keen Senses'': The arcane rat has advantage on Wisdom (Perception) checks that rely on hearing or smell.
<br>
''Magical Mimicry'': The arcane rat can cast the mage hand cantrip at will, using its Intelligence modifier for the spell's attack and damage rolls. It can also cast minor illusion once per short rest, using its Intelligence modifier for the spellcasting ability. Additionally, it can cast shocking grasp once per short rest, using its Intelligence modifier for the spellcasting ability.
<br>
'''Actions'''
<br>
''Bite'': Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
<br>
''Spellcasting:'' The arcane rat can cast mage hand at will, minor illusion and shocking grasp once per short rest, using Intelligence as its spellcasting ability (spell save DC 9, +1 to hit with spell attacks).
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2024-04-19T14:53:59Z
Dnavas
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/* Appearance */
wikitext
text/x-wiki
[[File:Magerat.png|frame|left]]
==Appearance==
The Arcane Rat is a small, nimble creature with sleek fur that shimmers with a faint magical aura. Its eyes gleam with intelligence, reflecting the curiosity and mischief that define its nature. Despite its diminutive size, the Arcane Rat possesses an air of confidence and cunning, making it often sought after by the [[Pest Control Center]].
==Abilities==
* '''Magical Aptitude:''' Though small in stature, the Arcane Rat possesses a surprising affinity for magic. It has the ability to learn and mimic basic spells, often sneaking into classrooms or libraries to observe and absorb magical knowledge.
* '''Stealth:''' The Arcane Rat moves with incredible stealth and agility, making it difficult to detect as it scampers through the corridors and hidden nooks of Wulfram and Wayne's campus.
* '''Adaptability:''' This clever creature adapts quickly to its surroundings, using its keen senses and magical intuition to navigate obstacles and evade capture.
==Behavior:==
The Arcane Rat is a mischievous creature known for its penchant for exploration and experimentation. It is drawn to areas rich in magical energy, where it eagerly seeks out opportunities to expand its repertoire of spells and abilities.
<br>
Despite its penchant for mischief, the Arcane Rat is not inherently malicious. Instead, it is driven by an insatiable curiosity and a desire to understand the secrets of magic. However, its actions can sometimes inadvertently cause chaos and disruption within the campus, leading to frustration among students and faculty alike.
<br>
==Encounters==
Encounters with the Arcane Rat typically involve students and faculty members attempting to capture or deter the creature from causing further mischief. While it poses little direct threat, its ability to cast simple spells can lead to unpredictable outcomes if left unchecked.
==Role in Lore==
The presence of the Arcane Rat serves as a whimsical yet significant aspect of life at Wulfram and Wayne. Its antics add an element of unpredictability to the campus environment, reminding students and faculty alike of the ever-present influence of magic in their lives. Despite its status as a nuisance, the Arcane Rat is often regarded with a mixture of annoyance and affection, becoming an enduring symbol of the school's magical heritage.
=Stat Block=
'''Arcane Rat'''
<br>
''Small beast, neutral''
<br>
'''Armor Class:''' 12
<br<>
'''Hit Points:''' 7 (2d6)
<br>
'''Speed:''' 30 ft.
'''STR''' 6 (-2)
<br>
'''DEX''' 14 (+2)
<br>
'''CON''' 10 (+0)
<br>
'''INT''' 8 (-1)
<br>
'''WIS''' 12 (+1)
<br>
'''CHA''' 6 (-2)
<br>
'''Skills:''' Perception +3, Stealth +4
<br>
'''Senses:''' darkvision 30 ft., passive Perception 13
<br>
'''Languages:''' understands Common but can't speak
<br>
''Keen Senses'': The arcane rat has advantage on Wisdom (Perception) checks that rely on hearing or smell.
<br>
''Magical Mimicry'': The arcane rat can cast the mage hand cantrip at will, using its Intelligence modifier for the spell's attack and damage rolls. It can also cast minor illusion once per short rest, using its Intelligence modifier for the spellcasting ability. Additionally, it can cast shocking grasp once per short rest, using its Intelligence modifier for the spellcasting ability.
<br>
'''Actions'''
<br>
''Bite'': Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
<br>
''Spellcasting:'' The arcane rat can cast mage hand at will, minor illusion and shocking grasp once per short rest, using Intelligence as its spellcasting ability (spell save DC 9, +1 to hit with spell attacks).
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2024-04-19T14:54:23Z
Dnavas
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/* Abilities */
wikitext
text/x-wiki
[[File:Magerat.png|frame|left]]
==Appearance==
The Arcane Rat is a small, nimble creature with sleek fur that shimmers with a faint magical aura. Its eyes gleam with intelligence, reflecting the curiosity and mischief that define its nature. Despite its diminutive size, the Arcane Rat possesses an air of confidence and cunning, making it often sought after by the [[Pest Control Center]].
==Abilities==
* '''Magical Aptitude:''' Though small in stature, the Arcane Rat possesses a surprising affinity for magic. It has the ability to learn and mimic basic spells, often sneaking into classrooms or libraries to observe and absorb magical knowledge.
* '''Stealth:''' The Arcane Rat moves with incredible stealth and agility, making it difficult to detect as it scampers through the corridors and hidden nooks of [[Wulfram and Wayne]]'s campus.
* '''Adaptability:''' This clever creature adapts quickly to its surroundings, using its keen senses and magical intuition to navigate obstacles and evade capture.
==Behavior:==
The Arcane Rat is a mischievous creature known for its penchant for exploration and experimentation. It is drawn to areas rich in magical energy, where it eagerly seeks out opportunities to expand its repertoire of spells and abilities.
<br>
Despite its penchant for mischief, the Arcane Rat is not inherently malicious. Instead, it is driven by an insatiable curiosity and a desire to understand the secrets of magic. However, its actions can sometimes inadvertently cause chaos and disruption within the campus, leading to frustration among students and faculty alike.
<br>
==Encounters==
Encounters with the Arcane Rat typically involve students and faculty members attempting to capture or deter the creature from causing further mischief. While it poses little direct threat, its ability to cast simple spells can lead to unpredictable outcomes if left unchecked.
==Role in Lore==
The presence of the Arcane Rat serves as a whimsical yet significant aspect of life at Wulfram and Wayne. Its antics add an element of unpredictability to the campus environment, reminding students and faculty alike of the ever-present influence of magic in their lives. Despite its status as a nuisance, the Arcane Rat is often regarded with a mixture of annoyance and affection, becoming an enduring symbol of the school's magical heritage.
=Stat Block=
'''Arcane Rat'''
<br>
''Small beast, neutral''
<br>
'''Armor Class:''' 12
<br<>
'''Hit Points:''' 7 (2d6)
<br>
'''Speed:''' 30 ft.
'''STR''' 6 (-2)
<br>
'''DEX''' 14 (+2)
<br>
'''CON''' 10 (+0)
<br>
'''INT''' 8 (-1)
<br>
'''WIS''' 12 (+1)
<br>
'''CHA''' 6 (-2)
<br>
'''Skills:''' Perception +3, Stealth +4
<br>
'''Senses:''' darkvision 30 ft., passive Perception 13
<br>
'''Languages:''' understands Common but can't speak
<br>
''Keen Senses'': The arcane rat has advantage on Wisdom (Perception) checks that rely on hearing or smell.
<br>
''Magical Mimicry'': The arcane rat can cast the mage hand cantrip at will, using its Intelligence modifier for the spell's attack and damage rolls. It can also cast minor illusion once per short rest, using its Intelligence modifier for the spellcasting ability. Additionally, it can cast shocking grasp once per short rest, using its Intelligence modifier for the spellcasting ability.
<br>
'''Actions'''
<br>
''Bite'': Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
<br>
''Spellcasting:'' The arcane rat can cast mage hand at will, minor illusion and shocking grasp once per short rest, using Intelligence as its spellcasting ability (spell save DC 9, +1 to hit with spell attacks).
161803e8676839abbe938d73cbbaa31cebb6cd5d
File:Bisonworm.png
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172
456
2024-04-19T14:59:40Z
Dnavas
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wikitext
text/x-wiki
bison worm
b38c7af953038723720d45bd3d3d8e96bc6ceb8a
Bison Worm
0
173
457
2024-04-19T15:13:20Z
Dnavas
2
Created page with "[[File:Bisonworm.png|frame|left]] The Bison Worm is a peculiar creature that dwells beneath the soil, known for its destructive tendencies and unique appearance. Resembling a massive worm, it boasts a length comparable to that of a large rat, with a girthy body designed for burrowing through the earth. What sets the Bison Worm apart, however, are the distinctive horn-like growths protruding from its body, resembling those of a bison. ==Behavior== These horn growths, whi..."
wikitext
text/x-wiki
[[File:Bisonworm.png|frame|left]]
The Bison Worm is a peculiar creature that dwells beneath the soil, known for its destructive tendencies and unique appearance. Resembling a massive worm, it boasts a length comparable to that of a large rat, with a girthy body designed for burrowing through the earth. What sets the Bison Worm apart, however, are the distinctive horn-like growths protruding from its body, resembling those of a bison.
==Behavior==
These horn growths, which can range from one to multiple in number, are formidable weapons that the Bison Worm uses to defend itself and attack intruders. As it tunnels through the soil, it remains ready to emerge at the slightest disturbance, its sharp horns aimed to deter any would-be predators or gardeners.
==Habitat and Activities==
The Bison Worm's favorite haunt is the herbology classes at [[Wulfram and Wayne]], where it wreaks havoc by devouring the plants grown for study. It burrows through the soil, feasting on roots and stems with voracious appetite, leaving behind a trail of destruction in its wake. Attempts to remove the Bison Worm from its habitat often result in aggressive retaliation, as it lashes out with its horns, fiercely defending its territory.
==Potential Value==
Despite its destructive nature, some scholars speculate that the Bison Worm may possess valuable properties, perhaps in its horn growths or the secretions it produces. However, capturing or studying these elusive creatures proves to be a challenge for the [[Pest Control Center]], as they remain elusive and hostile to outside interference.
=Stat Block=
'''Bison Worm'''
<br>
''Medium monstrosity, unaligned''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 22 (4d8 + 4)
<br>
'''Speed:''' 20 ft., burrow 10 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 12 (+1) || 8 (-1) || 13 (+1) || 1 (-5) || 7 (-2) || 2 (-4)
|}
<br>
'''Senses:''' blindsight 30 ft., passive Perception 8
<br>
'''Languages''' —
<br>
'''Actions'''
<br>
''Gore:'' Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 1) piercing damage.
<br>
''Burrow:''The bison worm burrows through the ground, leaving behind a tunnel. While burrowed, it gains half cover.
<br>
''Emergence:'' If a creature comes within 5 feet of the bison worm's burrow, it can emerge as a reaction and make a Gore attack against that creature.
<br>
''Constricting Wrap (Recharge 5-6):'' Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: The target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the bison worm can't constrict another target.
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2024-04-19T15:13:40Z
Dnavas
2
Protected "[[Bison Worm]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Bisonworm.png|frame|left]]
The Bison Worm is a peculiar creature that dwells beneath the soil, known for its destructive tendencies and unique appearance. Resembling a massive worm, it boasts a length comparable to that of a large rat, with a girthy body designed for burrowing through the earth. What sets the Bison Worm apart, however, are the distinctive horn-like growths protruding from its body, resembling those of a bison.
==Behavior==
These horn growths, which can range from one to multiple in number, are formidable weapons that the Bison Worm uses to defend itself and attack intruders. As it tunnels through the soil, it remains ready to emerge at the slightest disturbance, its sharp horns aimed to deter any would-be predators or gardeners.
==Habitat and Activities==
The Bison Worm's favorite haunt is the herbology classes at [[Wulfram and Wayne]], where it wreaks havoc by devouring the plants grown for study. It burrows through the soil, feasting on roots and stems with voracious appetite, leaving behind a trail of destruction in its wake. Attempts to remove the Bison Worm from its habitat often result in aggressive retaliation, as it lashes out with its horns, fiercely defending its territory.
==Potential Value==
Despite its destructive nature, some scholars speculate that the Bison Worm may possess valuable properties, perhaps in its horn growths or the secretions it produces. However, capturing or studying these elusive creatures proves to be a challenge for the [[Pest Control Center]], as they remain elusive and hostile to outside interference.
=Stat Block=
'''Bison Worm'''
<br>
''Medium monstrosity, unaligned''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 22 (4d8 + 4)
<br>
'''Speed:''' 20 ft., burrow 10 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 12 (+1) || 8 (-1) || 13 (+1) || 1 (-5) || 7 (-2) || 2 (-4)
|}
<br>
'''Senses:''' blindsight 30 ft., passive Perception 8
<br>
'''Languages''' —
<br>
'''Actions'''
<br>
''Gore:'' Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 1) piercing damage.
<br>
''Burrow:''The bison worm burrows through the ground, leaving behind a tunnel. While burrowed, it gains half cover.
<br>
''Emergence:'' If a creature comes within 5 feet of the bison worm's burrow, it can emerge as a reaction and make a Gore attack against that creature.
<br>
''Constricting Wrap (Recharge 5-6):'' Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: The target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the bison worm can't constrict another target.
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Pest Control Center
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2024-04-19T16:13:29Z
Dnavas
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/* Common Pests */
wikitext
text/x-wiki
[[File:Pestcontrol.png|left|frame]]
The Pest Control Center headquarters within [[Wulfram and Wayne]] is a whimsical yet eclectic establishment nestled in the heart of the campus. Its exterior is adorned with vibrant colors and playful decorations, giving it a cheerful and inviting appearance. As students approach, they are greeted by a large sign adorned with cartoonish depictions of various magical creatures, each wearing comically oversized glasses and holding tiny brooms.
<br>
Upon entering the headquarters, students are greeted by a spacious and brightly lit lobby decorated with enchanted tapestries depicting scenes of mythical creatures engaged in comical antics. The air is filled with the scent of herbs and flowers, creating a pleasant and inviting atmosphere.
<br>
The main reception desk is manned by a team of friendly and knowledgeable staff members who are always eager to assist students with their pest-related inquiries. Behind the desk, shelves are lined with jars containing an assortment of magical ingredients and potions, each labeled with names and colorful illustrations.
<br>
The headquarters houses a variety of specialized departments dedicated to different aspects of pest control, including magical creature identification, containment, and removal. Each department is equipped with state-of-the-art equipment and tools designed to handle even the most elusive and mischievous pests.
<br>
Throughout the headquarters, students will find interactive displays and educational exhibits designed to teach them about the various magical creatures that inhabit the campus and how to safely interact with them. There are also hands-on workshops and training sessions where students can learn practical skills such as spellcasting techniques and potion brewing.
<br>
Despite its serious mission, the Pest Control Center headquarters maintains a lighthearted and fun-loving atmosphere, reflecting the school's commitment to fostering a sense of curiosity and wonder among its students. Whether they are studying the habits of mischievous pixies or learning how to safely capture a runaway dragon, students at Wulfram and Wayne's Pest Control Center headquarters are sure to find themselves in for a magical adventure.
== Common Pests ==
* [[Allup]]
* [[Aviabbit]]
* [[Arcane Rat]]
* [[Bison Worm]]
*
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2024-04-19T16:34:43Z
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wikitext
text/x-wiki
[[File:Pestcontrol.png|left|frame]]
The Pest Control Center headquarters within [[Wulfram and Wayne]] is a whimsical yet eclectic establishment nestled in the heart of the campus. Its exterior is adorned with vibrant colors and playful decorations, giving it a cheerful and inviting appearance. As students approach, they are greeted by a large sign adorned with cartoonish depictions of various magical creatures, each wearing comically oversized glasses and holding tiny brooms.
==Lobby==
Upon entering the headquarters, students are greeted by a spacious and brightly lit lobby decorated with enchanted tapestries depicting scenes of mythical creatures engaged in comical antics. The air is filled with the scent of herbs and flowers, creating a pleasant and inviting atmosphere. The main reception desk is manned by a team of friendly and knowledgeable staff members who are always eager to assist students with their pest-related inquiries. Behind the desk, shelves are lined with jars containing an assortment of magical ingredients and potions, each labeled with names and colorful illustrations.
==Departments==
The headquarters houses a variety of specialized departments dedicated to different aspects of pest control, including magical creature identification, containment, and removal. Each department is equipped with state-of-the-art equipment and tools designed to handle even the most elusive and mischievous pests.
==Educational Exhibits==
Throughout the headquarters, students will find interactive displays and educational exhibits designed to teach them about the various magical creatures that inhabit the campus and how to safely interact with them. There are also hands-on workshops and training sessions where students can learn practical skills such as spellcasting techniques and potion brewing.
==Atmosphere==
Despite its serious mission, the Pest Control Center headquarters maintains a lighthearted and fun-loving atmosphere, reflecting the school's commitment to fostering a sense of curiosity and wonder among its students. Whether they are studying the habits of mischievous pixies or learning how to safely capture a runaway dragon, students at Wulfram and Wayne's Pest Control Center headquarters are sure to find themselves in for a magical adventure.
== Common Pests ==
* [[Allup]]
* [[Aviabbit]]
* [[Arcane Rat]]
* [[Bison Worm]]
*
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Dnavas
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/* Common Pests */
wikitext
text/x-wiki
[[File:Pestcontrol.png|left|frame]]
The Pest Control Center headquarters within [[Wulfram and Wayne]] is a whimsical yet eclectic establishment nestled in the heart of the campus. Its exterior is adorned with vibrant colors and playful decorations, giving it a cheerful and inviting appearance. As students approach, they are greeted by a large sign adorned with cartoonish depictions of various magical creatures, each wearing comically oversized glasses and holding tiny brooms.
==Lobby==
Upon entering the headquarters, students are greeted by a spacious and brightly lit lobby decorated with enchanted tapestries depicting scenes of mythical creatures engaged in comical antics. The air is filled with the scent of herbs and flowers, creating a pleasant and inviting atmosphere. The main reception desk is manned by a team of friendly and knowledgeable staff members who are always eager to assist students with their pest-related inquiries. Behind the desk, shelves are lined with jars containing an assortment of magical ingredients and potions, each labeled with names and colorful illustrations.
==Departments==
The headquarters houses a variety of specialized departments dedicated to different aspects of pest control, including magical creature identification, containment, and removal. Each department is equipped with state-of-the-art equipment and tools designed to handle even the most elusive and mischievous pests.
==Educational Exhibits==
Throughout the headquarters, students will find interactive displays and educational exhibits designed to teach them about the various magical creatures that inhabit the campus and how to safely interact with them. There are also hands-on workshops and training sessions where students can learn practical skills such as spellcasting techniques and potion brewing.
==Atmosphere==
Despite its serious mission, the Pest Control Center headquarters maintains a lighthearted and fun-loving atmosphere, reflecting the school's commitment to fostering a sense of curiosity and wonder among its students. Whether they are studying the habits of mischievous pixies or learning how to safely capture a runaway dragon, students at Wulfram and Wayne's Pest Control Center headquarters are sure to find themselves in for a magical adventure.
== Common Pests ==
* [[Allup]]
* [[Aviabbit]]
* [[Arcane Rat]]
* [[Bison Worm]]
* [[Thief Bug]]
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2024-04-19T19:02:51Z
Dnavas
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/* Common Pests */
wikitext
text/x-wiki
[[File:Pestcontrol.png|left|frame]]
The Pest Control Center headquarters within [[Wulfram and Wayne]] is a whimsical yet eclectic establishment nestled in the heart of the campus. Its exterior is adorned with vibrant colors and playful decorations, giving it a cheerful and inviting appearance. As students approach, they are greeted by a large sign adorned with cartoonish depictions of various magical creatures, each wearing comically oversized glasses and holding tiny brooms.
==Lobby==
Upon entering the headquarters, students are greeted by a spacious and brightly lit lobby decorated with enchanted tapestries depicting scenes of mythical creatures engaged in comical antics. The air is filled with the scent of herbs and flowers, creating a pleasant and inviting atmosphere. The main reception desk is manned by a team of friendly and knowledgeable staff members who are always eager to assist students with their pest-related inquiries. Behind the desk, shelves are lined with jars containing an assortment of magical ingredients and potions, each labeled with names and colorful illustrations.
==Departments==
The headquarters houses a variety of specialized departments dedicated to different aspects of pest control, including magical creature identification, containment, and removal. Each department is equipped with state-of-the-art equipment and tools designed to handle even the most elusive and mischievous pests.
==Educational Exhibits==
Throughout the headquarters, students will find interactive displays and educational exhibits designed to teach them about the various magical creatures that inhabit the campus and how to safely interact with them. There are also hands-on workshops and training sessions where students can learn practical skills such as spellcasting techniques and potion brewing.
==Atmosphere==
Despite its serious mission, the Pest Control Center headquarters maintains a lighthearted and fun-loving atmosphere, reflecting the school's commitment to fostering a sense of curiosity and wonder among its students. Whether they are studying the habits of mischievous pixies or learning how to safely capture a runaway dragon, students at Wulfram and Wayne's Pest Control Center headquarters are sure to find themselves in for a magical adventure.
== Common Pests ==
* [[Allup]]
* [[Aviabbit]]
* [[Arcane Rat]]
* [[Bison Worm]]
* [[Hunter Fly]]
* [[Thief Bug]]
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2024-04-19T22:45:32Z
Dnavas
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/* Common Pests */
wikitext
text/x-wiki
[[File:Pestcontrol.png|left|frame]]
The Pest Control Center headquarters within [[Wulfram and Wayne]] is a whimsical yet eclectic establishment nestled in the heart of the campus. Its exterior is adorned with vibrant colors and playful decorations, giving it a cheerful and inviting appearance. As students approach, they are greeted by a large sign adorned with cartoonish depictions of various magical creatures, each wearing comically oversized glasses and holding tiny brooms.
==Lobby==
Upon entering the headquarters, students are greeted by a spacious and brightly lit lobby decorated with enchanted tapestries depicting scenes of mythical creatures engaged in comical antics. The air is filled with the scent of herbs and flowers, creating a pleasant and inviting atmosphere. The main reception desk is manned by a team of friendly and knowledgeable staff members who are always eager to assist students with their pest-related inquiries. Behind the desk, shelves are lined with jars containing an assortment of magical ingredients and potions, each labeled with names and colorful illustrations.
==Departments==
The headquarters houses a variety of specialized departments dedicated to different aspects of pest control, including magical creature identification, containment, and removal. Each department is equipped with state-of-the-art equipment and tools designed to handle even the most elusive and mischievous pests.
==Educational Exhibits==
Throughout the headquarters, students will find interactive displays and educational exhibits designed to teach them about the various magical creatures that inhabit the campus and how to safely interact with them. There are also hands-on workshops and training sessions where students can learn practical skills such as spellcasting techniques and potion brewing.
==Atmosphere==
Despite its serious mission, the Pest Control Center headquarters maintains a lighthearted and fun-loving atmosphere, reflecting the school's commitment to fostering a sense of curiosity and wonder among its students. Whether they are studying the habits of mischievous pixies or learning how to safely capture a runaway dragon, students at Wulfram and Wayne's Pest Control Center headquarters are sure to find themselves in for a magical adventure.
== Common Pests ==
* [[Allup]] - CR 1/2
* [[Aviabbit]] - CR 1/2
* [[Arcane Rat]] - CR 1/2
* [[Bison Worm]] - CR 1/2
* [[Hunter Fly]] - CR 1/2
* [[Thief Bug]] - CR 1
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Dnavas
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/* Common Pests */
wikitext
text/x-wiki
[[File:Pestcontrol.png|left|frame]]
The Pest Control Center headquarters within [[Wulfram and Wayne]] is a whimsical yet eclectic establishment nestled in the heart of the campus. Its exterior is adorned with vibrant colors and playful decorations, giving it a cheerful and inviting appearance. As students approach, they are greeted by a large sign adorned with cartoonish depictions of various magical creatures, each wearing comically oversized glasses and holding tiny brooms.
==Lobby==
Upon entering the headquarters, students are greeted by a spacious and brightly lit lobby decorated with enchanted tapestries depicting scenes of mythical creatures engaged in comical antics. The air is filled with the scent of herbs and flowers, creating a pleasant and inviting atmosphere. The main reception desk is manned by a team of friendly and knowledgeable staff members who are always eager to assist students with their pest-related inquiries. Behind the desk, shelves are lined with jars containing an assortment of magical ingredients and potions, each labeled with names and colorful illustrations.
==Departments==
The headquarters houses a variety of specialized departments dedicated to different aspects of pest control, including magical creature identification, containment, and removal. Each department is equipped with state-of-the-art equipment and tools designed to handle even the most elusive and mischievous pests.
==Educational Exhibits==
Throughout the headquarters, students will find interactive displays and educational exhibits designed to teach them about the various magical creatures that inhabit the campus and how to safely interact with them. There are also hands-on workshops and training sessions where students can learn practical skills such as spellcasting techniques and potion brewing.
==Atmosphere==
Despite its serious mission, the Pest Control Center headquarters maintains a lighthearted and fun-loving atmosphere, reflecting the school's commitment to fostering a sense of curiosity and wonder among its students. Whether they are studying the habits of mischievous pixies or learning how to safely capture a runaway dragon, students at Wulfram and Wayne's Pest Control Center headquarters are sure to find themselves in for a magical adventure.
== Common Pests ==
* [[Allup]] - CR 1/2
* [[Aviabbit]] - CR 1/2
* [[Arcane Rat]] - CR 1/2
* [[Bison Worm]] - CR 1/2
* [[Hunter Fly]] - CR 1
* [[Thief Bug]] - CR 1/2
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Dnavas
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/* Common Pests */
wikitext
text/x-wiki
[[File:Pestcontrol.png|left|frame]]
The Pest Control Center headquarters within [[Wulfram and Wayne]] is a whimsical yet eclectic establishment nestled in the heart of the campus. Its exterior is adorned with vibrant colors and playful decorations, giving it a cheerful and inviting appearance. As students approach, they are greeted by a large sign adorned with cartoonish depictions of various magical creatures, each wearing comically oversized glasses and holding tiny brooms.
==Lobby==
Upon entering the headquarters, students are greeted by a spacious and brightly lit lobby decorated with enchanted tapestries depicting scenes of mythical creatures engaged in comical antics. The air is filled with the scent of herbs and flowers, creating a pleasant and inviting atmosphere. The main reception desk is manned by a team of friendly and knowledgeable staff members who are always eager to assist students with their pest-related inquiries. Behind the desk, shelves are lined with jars containing an assortment of magical ingredients and potions, each labeled with names and colorful illustrations.
==Departments==
The headquarters houses a variety of specialized departments dedicated to different aspects of pest control, including magical creature identification, containment, and removal. Each department is equipped with state-of-the-art equipment and tools designed to handle even the most elusive and mischievous pests.
==Educational Exhibits==
Throughout the headquarters, students will find interactive displays and educational exhibits designed to teach them about the various magical creatures that inhabit the campus and how to safely interact with them. There are also hands-on workshops and training sessions where students can learn practical skills such as spellcasting techniques and potion brewing.
==Atmosphere==
Despite its serious mission, the Pest Control Center headquarters maintains a lighthearted and fun-loving atmosphere, reflecting the school's commitment to fostering a sense of curiosity and wonder among its students. Whether they are studying the habits of mischievous pixies or learning how to safely capture a runaway dragon, students at Wulfram and Wayne's Pest Control Center headquarters are sure to find themselves in for a magical adventure.
== Common Pests ==
* [[Allup]] - CR 1/2
* [[Aviabbit]] - CR 1/2
* [[Arcane Rat]] - CR 1/2
* [[Bison Worm]] - CR 1/2
* [[Brilight]] - CR 1/2
* [[Hunter Fly]] - CR 1
* [[Scaraba]] - CR 2
* [[Thief Bug]] - CR 1/2
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/* Common Pests */
wikitext
text/x-wiki
[[File:Pestcontrol.png|left|frame]]
The Pest Control Center headquarters within [[Wulfram and Wayne]] is a whimsical yet eclectic establishment nestled in the heart of the campus. Its exterior is adorned with vibrant colors and playful decorations, giving it a cheerful and inviting appearance. As students approach, they are greeted by a large sign adorned with cartoonish depictions of various magical creatures, each wearing comically oversized glasses and holding tiny brooms.
==Lobby==
Upon entering the headquarters, students are greeted by a spacious and brightly lit lobby decorated with enchanted tapestries depicting scenes of mythical creatures engaged in comical antics. The air is filled with the scent of herbs and flowers, creating a pleasant and inviting atmosphere. The main reception desk is manned by a team of friendly and knowledgeable staff members who are always eager to assist students with their pest-related inquiries. Behind the desk, shelves are lined with jars containing an assortment of magical ingredients and potions, each labeled with names and colorful illustrations.
==Departments==
The headquarters houses a variety of specialized departments dedicated to different aspects of pest control, including magical creature identification, containment, and removal. Each department is equipped with state-of-the-art equipment and tools designed to handle even the most elusive and mischievous pests.
==Educational Exhibits==
Throughout the headquarters, students will find interactive displays and educational exhibits designed to teach them about the various magical creatures that inhabit the campus and how to safely interact with them. There are also hands-on workshops and training sessions where students can learn practical skills such as spellcasting techniques and potion brewing.
==Atmosphere==
Despite its serious mission, the Pest Control Center headquarters maintains a lighthearted and fun-loving atmosphere, reflecting the school's commitment to fostering a sense of curiosity and wonder among its students. Whether they are studying the habits of mischievous pixies or learning how to safely capture a runaway dragon, students at Wulfram and Wayne's Pest Control Center headquarters are sure to find themselves in for a magical adventure.
== Common Pests ==
* [[Aviabbit]] - CR 1/2
* [[Arcane Rat]] - CR 1/2
* [[Bison Worm]] - CR 1/2
* [[Brilight]] - CR 1/2
* [[Hunter Fly]] - CR 1
* [[Scaraba]] - CR 2
* [[Thief Bug]] - CR 1/2
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Dnavas
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/* Common Pests */
wikitext
text/x-wiki
[[File:Pestcontrol.png|left|frame]]
The Pest Control Center headquarters within [[Wulfram and Wayne]] is a whimsical yet eclectic establishment nestled in the heart of the campus. Its exterior is adorned with vibrant colors and playful decorations, giving it a cheerful and inviting appearance. As students approach, they are greeted by a large sign adorned with cartoonish depictions of various magical creatures, each wearing comically oversized glasses and holding tiny brooms.
==Lobby==
Upon entering the headquarters, students are greeted by a spacious and brightly lit lobby decorated with enchanted tapestries depicting scenes of mythical creatures engaged in comical antics. The air is filled with the scent of herbs and flowers, creating a pleasant and inviting atmosphere. The main reception desk is manned by a team of friendly and knowledgeable staff members who are always eager to assist students with their pest-related inquiries. Behind the desk, shelves are lined with jars containing an assortment of magical ingredients and potions, each labeled with names and colorful illustrations.
==Departments==
The headquarters houses a variety of specialized departments dedicated to different aspects of pest control, including magical creature identification, containment, and removal. Each department is equipped with state-of-the-art equipment and tools designed to handle even the most elusive and mischievous pests.
==Educational Exhibits==
Throughout the headquarters, students will find interactive displays and educational exhibits designed to teach them about the various magical creatures that inhabit the campus and how to safely interact with them. There are also hands-on workshops and training sessions where students can learn practical skills such as spellcasting techniques and potion brewing.
==Atmosphere==
Despite its serious mission, the Pest Control Center headquarters maintains a lighthearted and fun-loving atmosphere, reflecting the school's commitment to fostering a sense of curiosity and wonder among its students. Whether they are studying the habits of mischievous pixies or learning how to safely capture a runaway dragon, students at Wulfram and Wayne's Pest Control Center headquarters are sure to find themselves in for a magical adventure.
== Common Pests ==
* [[Aviabbit]] - CR 1/2
* [[Arcane Rat]] - CR 1/2
* [[Bison Worm]] - CR 1/2
* [[Brilight]] - CR 1/2
* [[Hunter Fly]] - CR 1
* [[Lumite]] - CR 2
* [[Scaraba]] - CR 2
* [[Thief Bug]] - CR 1/2
* [[Zipper Wing]] - CR 2
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wikitext
text/x-wiki
aviabbit
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Aviabbit
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Created page with "[[File:Aviabbit.png|frame|left]] The Aviabbit is a whimsical creature that combines the features of a rabbit with the ability to fly. With its fluffy fur, long ears, and agile wings, it is a sight to behold as it flutters through the air with graceful hops and bounds. ==Habitat and Behavior== These creatures are known for their mischievous nature, often found nibbling on the plants grown in herbology classes at Wulfram and Wayne. Despite their small size, Aviabbits can..."
wikitext
text/x-wiki
[[File:Aviabbit.png|frame|left]]
The Aviabbit is a whimsical creature that combines the features of a rabbit with the ability to fly. With its fluffy fur, long ears, and agile wings, it is a sight to behold as it flutters through the air with graceful hops and bounds.
==Habitat and Behavior==
These creatures are known for their mischievous nature, often found nibbling on the plants grown in herbology classes at Wulfram and Wayne. Despite their small size, Aviabbits can cause significant damage to crops grown by surrounding locals, as their voracious appetites lead them to feast on tender shoots and leaves.
==Interactions with Humans==
Though generally harmless, Aviabbits can become a nuisance when their populations grow unchecked. Farmers and gardeners often resort to various methods to deter them, such as scarecrows or protective nets, but the cunning Aviabbits always seem to find a way to outsmart these defenses.
==Popularity and Ownership==
Despite their penchant for mischief, Aviabbits are beloved by many for their whimsical appearance and playful antics. Some even keep them as pets, though their tendency to chew on anything remotely edible can sometimes lead to unexpected surprises.
= Stat Block=
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Protected "[[Aviabbit]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Aviabbit.png|frame|left]]
The Aviabbit is a whimsical creature that combines the features of a rabbit with the ability to fly. With its fluffy fur, long ears, and agile wings, it is a sight to behold as it flutters through the air with graceful hops and bounds.
==Habitat and Behavior==
These creatures are known for their mischievous nature, often found nibbling on the plants grown in herbology classes at Wulfram and Wayne. Despite their small size, Aviabbits can cause significant damage to crops grown by surrounding locals, as their voracious appetites lead them to feast on tender shoots and leaves.
==Interactions with Humans==
Though generally harmless, Aviabbits can become a nuisance when their populations grow unchecked. Farmers and gardeners often resort to various methods to deter them, such as scarecrows or protective nets, but the cunning Aviabbits always seem to find a way to outsmart these defenses.
==Popularity and Ownership==
Despite their penchant for mischief, Aviabbits are beloved by many for their whimsical appearance and playful antics. Some even keep them as pets, though their tendency to chew on anything remotely edible can sometimes lead to unexpected surprises.
= Stat Block=
99d2762066a64d73a6b3079599ab81631a8178ac
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2024-04-19T16:18:39Z
Dnavas
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wikitext
text/x-wiki
[[File:Aviabbit.png|frame|left]]
The Aviabbit is a whimsical creature that combines the features of a rabbit with the ability to fly. With its fluffy fur, long ears, and agile wings, it is a sight to behold as it flutters through the air with graceful hops and bounds.
==Habitat and Behavior==
These creatures are known for their mischievous nature, often found nibbling on the plants grown in herbology classes at [[Wulfram and Wayne]]. Despite their small size, Aviabbits can cause significant damage to crops grown by surrounding locals, as their voracious appetites lead them to feast on tender shoots and leaves.
==Interactions with Humans==
Though generally harmless, Aviabbits can become a nuisance when their populations grow unchecked. Farmers and gardeners often resort to various methods to deter them, such as scarecrows or protective nets, but the cunning Aviabbits always seem to find a way to outsmart these defenses, much to the dismay of the [[Pest Control Center]].
==Popularity and Ownership==
Despite their penchant for mischief, Aviabbits are beloved by many for their whimsical appearance and playful antics. Some even keep them as pets, though their tendency to chew on anything remotely edible can sometimes lead to unexpected surprises.
= Stat Block=
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/* Stat Block */
wikitext
text/x-wiki
[[File:Aviabbit.png|frame|left]]
The Aviabbit is a whimsical creature that combines the features of a rabbit with the ability to fly. With its fluffy fur, long ears, and agile wings, it is a sight to behold as it flutters through the air with graceful hops and bounds.
==Habitat and Behavior==
These creatures are known for their mischievous nature, often found nibbling on the plants grown in herbology classes at [[Wulfram and Wayne]]. Despite their small size, Aviabbits can cause significant damage to crops grown by surrounding locals, as their voracious appetites lead them to feast on tender shoots and leaves.
==Interactions with Humans==
Though generally harmless, Aviabbits can become a nuisance when their populations grow unchecked. Farmers and gardeners often resort to various methods to deter them, such as scarecrows or protective nets, but the cunning Aviabbits always seem to find a way to outsmart these defenses, much to the dismay of the [[Pest Control Center]].
==Popularity and Ownership==
Despite their penchant for mischief, Aviabbits are beloved by many for their whimsical appearance and playful antics. Some even keep them as pets, though their tendency to chew on anything remotely edible can sometimes lead to unexpected surprises.
= Stat Block=
'''Aviabbit'''
<br>
''Small beast, unaligned''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 7 (2d6)
<br>
'''Speed:''' 30 ft., fly 30 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 8 (-1) || 14 (+2) || 10 (+0) || 2 (-4) || 12 (+1) || 6 (-6)
|}
<br>
'''Skills:''' Perception +3
<br>
'''Senses:''' Passive Perception 13
<br>
'''Languages:''' None
<br>
''Keen Smell:'' The Aviabbit has advantage on Wisdom (Perception) checks that rely on smell.
<br>
'''Actions'''
<br>
''Bite:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Traits
<br>
''Flight:'' The Aviabbit has a flying speed of 30 feet.
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File:Thiefbug.png
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wikitext
text/x-wiki
bug
6885858486f31043e5839c735d99457f045affd0
Thief Bug
0
177
468
2024-04-19T17:00:59Z
Dnavas
2
Created page with "[[File:Thiefbug.png|frame|left]] The Thief Bug is a curious and mischievous creature resembling a cat-sized cockroach. With sleek, dark exoskeletons and agile movements, these pests have earned their name for their penchant for pilfering shiny objects and trinkets. Found skittering through the halls of [[Wulfram and Wayne]] and lurking in the shadows of nearby villages, Thief Bugs are known for their cunning and elusive nature. ==Appearance== Thief Bugs are small insec..."
wikitext
text/x-wiki
[[File:Thiefbug.png|frame|left]]
The Thief Bug is a curious and mischievous creature resembling a cat-sized cockroach. With sleek, dark exoskeletons and agile movements, these pests have earned their name for their penchant for pilfering shiny objects and trinkets. Found skittering through the halls of [[Wulfram and Wayne]] and lurking in the shadows of nearby villages, Thief Bugs are known for their cunning and elusive nature.
==Appearance==
Thief Bugs are small insects, typically measuring about the size of a domestic cat. They have sleek, dark exoskeletons that gleam in the light, allowing them to blend seamlessly into their surroundings. Their slender antennae twitch with curiosity as they explore their environment, and their sharp mandibles are capable of quickly snatching up small objects.
==Behavior==
True to their name, Thief Bugs are notorious for their habit of stealing shiny objects and trinkets. They are particularly drawn to coins, jewelry, and other valuables, which they hoard in hidden nests within the walls and crevices of buildings. Despite their small size, Thief Bugs are remarkably agile and resourceful, able to navigate even the most intricate of obstacles in their quest for treasure.
==Habitat==
Thief Bugs can be found in a variety of environments, but they are most commonly encountered in urban areas such as Wulfram and Wayne and surrounding villages. They are adept at adapting to their surroundings and can thrive in both pristine classrooms and dilapidated alleyways alike. Their elusive nature makes them difficult to track and even more challenging to catch, much to the frustration of those who fall victim to their thievery.
==Interaction with Humans==
While Thief Bugs are generally considered pests due to their habit of stealing valuables, some individuals have managed to form symbiotic relationships with these creatures. Certain enterprising students at Wulfram and Wayne have been known to employ Thief Bugs as clandestine messengers or scouts, leveraging their natural agility and stealth to gather information or deliver messages undetected.
However, for the majority of people, encountering a Thief Bug is an exercise in frustration and annoyance. Their habit of absconding with precious belongings can lead to considerable inconvenience and loss, prompting many to seek out the [[Pest Control Center]].
0a756e173afa27699c3768b117d5f9cae3e855cf
469
468
2024-04-19T17:02:45Z
Dnavas
2
wikitext
text/x-wiki
[[File:Thiefbug.png|frame|left]]
The Thief Bug is a curious and mischievous creature resembling a cat-sized cockroach. With sleek, dark exoskeletons and agile movements, these pests have earned their name for their penchant for pilfering shiny objects and trinkets. Found skittering through the halls of [[Wulfram and Wayne]] and lurking in the shadows of nearby villages, Thief Bugs are known for their cunning and elusive nature.
==Appearance==
Thief Bugs are small insects, typically measuring about the size of a domestic cat. They have sleek, dark exoskeletons that gleam in the light, allowing them to blend seamlessly into their surroundings. Their slender antennae twitch with curiosity as they explore their environment, and their sharp mandibles are capable of quickly snatching up small objects.
==Behavior==
True to their name, Thief Bugs are notorious for their habit of stealing shiny objects and trinkets. They are particularly drawn to coins, jewelry, and other valuables, which they hoard in hidden nests within the walls and crevices of buildings. Despite their small size, Thief Bugs are remarkably agile and resourceful, able to navigate even the most intricate of obstacles in their quest for treasure.
==Habitat==
Thief Bugs can be found in a variety of environments, but they are most commonly encountered in urban areas such as Wulfram and Wayne and surrounding villages. They are adept at adapting to their surroundings and can thrive in both pristine classrooms and dilapidated alleyways alike. Their elusive nature makes them difficult to track and even more challenging to catch, much to the frustration of those who fall victim to their thievery.
==Interaction with Humans==
While Thief Bugs are generally considered pests due to their habit of stealing valuables, some individuals have managed to form symbiotic relationships with these creatures. Certain enterprising students at Wulfram and Wayne have been known to employ Thief Bugs as clandestine messengers or scouts, leveraging their natural agility and stealth to gather information or deliver messages undetected.
However, for the majority of people, encountering a Thief Bug is an exercise in frustration and annoyance. Their habit of absconding with precious belongings can lead to considerable inconvenience and loss, prompting many to seek out the [[Pest Control Center]].
=Stat Block =
555bb332a1bddcba476212abe1d29ab57c6be3c8
470
469
2024-04-19T17:05:27Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Thiefbug.png|frame|left]]
The Thief Bug is a curious and mischievous creature resembling a cat-sized cockroach. With sleek, dark exoskeletons and agile movements, these pests have earned their name for their penchant for pilfering shiny objects and trinkets. Found skittering through the halls of [[Wulfram and Wayne]] and lurking in the shadows of nearby villages, Thief Bugs are known for their cunning and elusive nature.
==Appearance==
Thief Bugs are small insects, typically measuring about the size of a domestic cat. They have sleek, dark exoskeletons that gleam in the light, allowing them to blend seamlessly into their surroundings. Their slender antennae twitch with curiosity as they explore their environment, and their sharp mandibles are capable of quickly snatching up small objects.
==Behavior==
True to their name, Thief Bugs are notorious for their habit of stealing shiny objects and trinkets. They are particularly drawn to coins, jewelry, and other valuables, which they hoard in hidden nests within the walls and crevices of buildings. Despite their small size, Thief Bugs are remarkably agile and resourceful, able to navigate even the most intricate of obstacles in their quest for treasure.
==Habitat==
Thief Bugs can be found in a variety of environments, but they are most commonly encountered in urban areas such as Wulfram and Wayne and surrounding villages. They are adept at adapting to their surroundings and can thrive in both pristine classrooms and dilapidated alleyways alike. Their elusive nature makes them difficult to track and even more challenging to catch, much to the frustration of those who fall victim to their thievery.
==Interaction with Humans==
While Thief Bugs are generally considered pests due to their habit of stealing valuables, some individuals have managed to form symbiotic relationships with these creatures. Certain enterprising students at Wulfram and Wayne have been known to employ Thief Bugs as clandestine messengers or scouts, leveraging their natural agility and stealth to gather information or deliver messages undetected.
However, for the majority of people, encountering a Thief Bug is an exercise in frustration and annoyance. Their habit of absconding with precious belongings can lead to considerable inconvenience and loss, prompting many to seek out the [[Pest Control Center]].
=Stat Block =
'''Thief Bug'''
<br>
''Small beast, unaligned''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 7 (2d6)
<br>
'''Speed:''' 30 ft., climb 20 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 8 (-1) || 14 (+2) || 10 (+0) || 3 (-4) || 10 (+0) || 6 (-2)
|}
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' darkvision 30 ft., passive Perception 10
<br>
'''Languages:''' —
<br>
'''Actions'''
<br>
''Bite:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
<br>
''Nimble Escape:'' The Thief Bug can take the Disengage or Hide action as a bonus action on each of its turns.
c209ec113fa404321d6a6cb30444f7907b378c89
471
470
2024-04-19T17:06:30Z
Dnavas
2
Protected "[[Thief Bug]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Thiefbug.png|frame|left]]
The Thief Bug is a curious and mischievous creature resembling a cat-sized cockroach. With sleek, dark exoskeletons and agile movements, these pests have earned their name for their penchant for pilfering shiny objects and trinkets. Found skittering through the halls of [[Wulfram and Wayne]] and lurking in the shadows of nearby villages, Thief Bugs are known for their cunning and elusive nature.
==Appearance==
Thief Bugs are small insects, typically measuring about the size of a domestic cat. They have sleek, dark exoskeletons that gleam in the light, allowing them to blend seamlessly into their surroundings. Their slender antennae twitch with curiosity as they explore their environment, and their sharp mandibles are capable of quickly snatching up small objects.
==Behavior==
True to their name, Thief Bugs are notorious for their habit of stealing shiny objects and trinkets. They are particularly drawn to coins, jewelry, and other valuables, which they hoard in hidden nests within the walls and crevices of buildings. Despite their small size, Thief Bugs are remarkably agile and resourceful, able to navigate even the most intricate of obstacles in their quest for treasure.
==Habitat==
Thief Bugs can be found in a variety of environments, but they are most commonly encountered in urban areas such as Wulfram and Wayne and surrounding villages. They are adept at adapting to their surroundings and can thrive in both pristine classrooms and dilapidated alleyways alike. Their elusive nature makes them difficult to track and even more challenging to catch, much to the frustration of those who fall victim to their thievery.
==Interaction with Humans==
While Thief Bugs are generally considered pests due to their habit of stealing valuables, some individuals have managed to form symbiotic relationships with these creatures. Certain enterprising students at Wulfram and Wayne have been known to employ Thief Bugs as clandestine messengers or scouts, leveraging their natural agility and stealth to gather information or deliver messages undetected.
However, for the majority of people, encountering a Thief Bug is an exercise in frustration and annoyance. Their habit of absconding with precious belongings can lead to considerable inconvenience and loss, prompting many to seek out the [[Pest Control Center]].
=Stat Block =
'''Thief Bug'''
<br>
''Small beast, unaligned''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 7 (2d6)
<br>
'''Speed:''' 30 ft., climb 20 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 8 (-1) || 14 (+2) || 10 (+0) || 3 (-4) || 10 (+0) || 6 (-2)
|}
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' darkvision 30 ft., passive Perception 10
<br>
'''Languages:''' —
<br>
'''Actions'''
<br>
''Bite:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
<br>
''Nimble Escape:'' The Thief Bug can take the Disengage or Hide action as a bonus action on each of its turns.
c209ec113fa404321d6a6cb30444f7907b378c89
Hunter Fly
0
178
473
2024-04-19T19:57:58Z
Dnavas
2
Created page with "The Hunter Fly is a menacing insect, resembling a large fly about the size of a cat. Its iridescent wings beat rapidly as it hovers in the air, and its multifaceted eyes gleam with an ominous glint. With a sleek, metallic-blue carapace and sharp, needle-like mouthparts, it exudes an aura of predatory menace. ==Habitat== Hunter Flies are commonly found in forested areas and around stables, drawn to the scent of decaying matter and the presence of potential prey. They ar..."
wikitext
text/x-wiki
The Hunter Fly is a menacing insect, resembling a large fly about the size of a cat. Its iridescent wings beat rapidly as it hovers in the air, and its multifaceted eyes gleam with an ominous glint. With a sleek, metallic-blue carapace and sharp, needle-like mouthparts, it exudes an aura of predatory menace.
==Habitat==
Hunter Flies are commonly found in forested areas and around stables, drawn to the scent of decaying matter and the presence of potential prey. They are particularly fond of manure, which provides both sustenance and breeding grounds for their larvae.
==Behavior==
Aggressive and relentless, Hunter Flies are aptly named for their hunting prowess. They have a voracious appetite for blood and will pursue any living creature within their territory, using their sharp proboscis to pierce the skin and feed on the blood within. Despite their small size, they can inflict painful bites that leave behind itchy welts.
==Interactions with Humans==
Hunter Flies are considered pests by those who encounter them, as their bites can cause irritation and discomfort. They are known to swarm in large numbers, making outdoor activities in affected areas particularly unpleasant. Efforts to control their population often involve the use of insecticides or other repellents.
In some cultures, Hunter Flies are regarded with superstition and fear, believed to be harbingers of misfortune or even agents of dark magic. Tales abound of travelers being waylaid by swarms of Hunter Flies, their blood drained by the relentless insects until they are left weakened and vulnerable.
Despite their predatory nature, Hunter Flies serve a crucial role in the ecosystem as scavengers and pollinators. However, their aggressive behavior and propensity for biting make them a nuisance to be avoided whenever possible.
d52c5a5cf22c1922262ff6ef2fe11b40fe493fbb
475
473
2024-04-19T19:58:41Z
Dnavas
2
wikitext
text/x-wiki
[[File:Hunterfly.png|frame|left]]
The Hunter Fly is a menacing insect, resembling a large fly about the size of a cat. Its iridescent wings beat rapidly as it hovers in the air, and its multifaceted eyes gleam with an ominous glint. With a sleek, metallic-blue carapace and sharp, needle-like mouthparts, it exudes an aura of predatory menace.
==Habitat==
Hunter Flies are commonly found in forested areas and around stables, drawn to the scent of decaying matter and the presence of potential prey. They are particularly fond of manure, which provides both sustenance and breeding grounds for their larvae.
==Behavior==
Aggressive and relentless, Hunter Flies are aptly named for their hunting prowess. They have a voracious appetite for blood and will pursue any living creature within their territory, using their sharp proboscis to pierce the skin and feed on the blood within. Despite their small size, they can inflict painful bites that leave behind itchy welts.
==Interactions with Humans==
Hunter Flies are considered pests by those who encounter them, as their bites can cause irritation and discomfort. They are known to swarm in large numbers, making outdoor activities in affected areas particularly unpleasant. Efforts to control their population often involve the use of insecticides or other repellents.
In some cultures, Hunter Flies are regarded with superstition and fear, believed to be harbingers of misfortune or even agents of dark magic. Tales abound of travelers being waylaid by swarms of Hunter Flies, their blood drained by the relentless insects until they are left weakened and vulnerable.
Despite their predatory nature, Hunter Flies serve a crucial role in the ecosystem as scavengers and pollinators. However, their aggressive behavior and propensity for biting make them a nuisance to be avoided whenever possible.
e9c3318cf0de39dd82753ec8cd23944aa90c4f51
476
475
2024-04-19T19:59:56Z
Dnavas
2
wikitext
text/x-wiki
[[File:Hunterfly.png|frame|left]]
The Hunter Fly is a menacing insect, resembling a large fly about the size of a cat. Its iridescent wings beat rapidly as it hovers in the air, and its multifaceted eyes gleam with an ominous glint. With a furry, blood-red carapace and sharp, needle-like mouthparts, it exudes an aura of predatory menace.
==Habitat==
Hunter Flies are commonly found in forested areas and around stables, drawn to the scent of decaying matter and the presence of potential prey. They are particularly fond of manure, which provides both sustenance and breeding grounds for their larvae.
==Behavior==
Aggressive and relentless, Hunter Flies are aptly named for their hunting prowess. They have a voracious appetite for blood and will pursue any living creature within their territory, using their sharp proboscis to pierce the skin and feed on the blood within. They can inflict painful bites that leave behind itchy welts.
==Interactions with Humans==
Hunter Flies are considered pests by those who encounter them, as their bites can cause irritation and discomfort. They are known to swarm in large numbers, making outdoor activities in affected areas particularly unpleasant. Efforts to control their population often involve the use of insecticides or other repellents.
In some cultures, Hunter Flies are regarded with superstition and fear, believed to be harbingers of misfortune or even agents of dark magic. Tales abound of travelers being waylaid by swarms of Hunter Flies, their blood drained by the relentless insects until they are left weakened and vulnerable.
Despite their predatory nature, Hunter Flies serve a crucial role in the ecosystem as scavengers and pollinators. However, their aggressive behavior and propensity for biting make them a nuisance to be avoided whenever possible.
80fe8c798afe27003268d314421e4a3cf436fdd6
477
476
2024-04-19T20:09:45Z
Dnavas
2
wikitext
text/x-wiki
[[File:Hunterfly.png|frame|left]]
The Hunter Fly is a menacing insect, resembling a large fly about the size of a cat. Its iridescent wings beat rapidly as it hovers in the air, and its multifaceted eyes gleam with an ominous glint. With a furry, blood-red carapace and sharp, needle-like mouthparts, it exudes an aura of predatory menace.
==Habitat==
Hunter Flies are commonly found in forested areas and around stables, drawn to the scent of decaying matter and the presence of potential prey. They are particularly fond of manure, which provides both sustenance and breeding grounds for their larvae.
==Behavior==
Aggressive and relentless, Hunter Flies are aptly named for their hunting prowess. They have a voracious appetite for blood and will pursue any living creature within their territory, using their sharp proboscis to pierce the skin and feed on the blood within. They can inflict painful bites that leave behind itchy welts.
==Interactions with Humans==
Hunter Flies are considered pests by those who encounter them, as their bites can cause irritation and discomfort. They are known to swarm in large numbers, making outdoor activities in affected areas particularly unpleasant. Efforts to control their population often involve the use of insecticides or other repellents.
In some cultures, Hunter Flies are regarded with superstition and fear, believed to be harbingers of misfortune or even agents of dark magic. Tales abound of travelers being waylaid by swarms of Hunter Flies, their blood drained by the relentless insects until they are left weakened and vulnerable.
Despite their predatory nature, Hunter Flies serve a crucial role in the ecosystem as scavengers and pollinators. However, their aggressive behavior and propensity for biting make them a nuisance to be avoided whenever possible.
=Stat Block=
'''Hunter Fly'''
''Small Beast, Unaligned''
<br>
'''Armor Class:''' 12 (Natural Armor)
'''Hit Points:''' 13 (3d6 + 3)
'''Speed:''' 20 ft., fly 40 ft.
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 8 (-1) || 14 (+2) || 13 (+1) || 2 (-4) || 10 (+0) || 3 (-4)
|}
<br>
'''Skills:''' Perception +2
'''Senses:''' Darkvision 60 ft., Passive Perception 12
'''Languages:''' —
<br>
'''Actions:'''
''Bite:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) poison damage.
<br>
'''Traits:'''
''Flyby:'' The hunter fly doesn't provoke opportunity attacks when it flies out of an enemy's reach.
9100be2a7be9bfb540e140e311118bc3ce8bac75
478
477
2024-04-19T20:10:10Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Hunterfly.png|frame|left]]
The Hunter Fly is a menacing insect, resembling a large fly about the size of a cat. Its iridescent wings beat rapidly as it hovers in the air, and its multifaceted eyes gleam with an ominous glint. With a furry, blood-red carapace and sharp, needle-like mouthparts, it exudes an aura of predatory menace.
==Habitat==
Hunter Flies are commonly found in forested areas and around stables, drawn to the scent of decaying matter and the presence of potential prey. They are particularly fond of manure, which provides both sustenance and breeding grounds for their larvae.
==Behavior==
Aggressive and relentless, Hunter Flies are aptly named for their hunting prowess. They have a voracious appetite for blood and will pursue any living creature within their territory, using their sharp proboscis to pierce the skin and feed on the blood within. They can inflict painful bites that leave behind itchy welts.
==Interactions with Humans==
Hunter Flies are considered pests by those who encounter them, as their bites can cause irritation and discomfort. They are known to swarm in large numbers, making outdoor activities in affected areas particularly unpleasant. Efforts to control their population often involve the use of insecticides or other repellents.
In some cultures, Hunter Flies are regarded with superstition and fear, believed to be harbingers of misfortune or even agents of dark magic. Tales abound of travelers being waylaid by swarms of Hunter Flies, their blood drained by the relentless insects until they are left weakened and vulnerable.
Despite their predatory nature, Hunter Flies serve a crucial role in the ecosystem as scavengers and pollinators. However, their aggressive behavior and propensity for biting make them a nuisance to be avoided whenever possible.
=Stat Block=
'''Hunter Fly'''
''Small Beast, Unaligned''
<br>
'''Armor Class:''' 12 (Natural Armor)
'''Hit Points:''' 13 (3d6 + 3)
'''Speed:''' 20 ft., fly 40 ft.
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 8 (-1) || 14 (+2) || 13 (+1) || 2 (-4) || 10 (+0) || 3 (-4)
|}
<br>
'''Skills:''' Perception +2
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 12
<br>
'''Languages:''' —
<br>
'''Actions:'''
''Bite:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) poison damage.
<br>
'''Traits:'''
''Flyby:'' The hunter fly doesn't provoke opportunity attacks when it flies out of an enemy's reach.
113da4607f496daca29614e9637b516c4d8c5e3c
481
478
2024-04-19T22:48:48Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Hunterfly.png|frame|left]]
The Hunter Fly is a menacing insect, resembling a large fly about the size of a cat. Its iridescent wings beat rapidly as it hovers in the air, and its multifaceted eyes gleam with an ominous glint. With a furry, blood-red carapace and sharp, needle-like mouthparts, it exudes an aura of predatory menace.
==Habitat==
Hunter Flies are commonly found in forested areas and around stables, drawn to the scent of decaying matter and the presence of potential prey. They are particularly fond of manure, which provides both sustenance and breeding grounds for their larvae.
==Behavior==
Aggressive and relentless, Hunter Flies are aptly named for their hunting prowess. They have a voracious appetite for blood and will pursue any living creature within their territory, using their sharp proboscis to pierce the skin and feed on the blood within. They can inflict painful bites that leave behind itchy welts.
==Interactions with Humans==
Hunter Flies are considered pests by those who encounter them, as their bites can cause irritation and discomfort. They are known to swarm in large numbers, making outdoor activities in affected areas particularly unpleasant. Efforts to control their population often involve the use of insecticides or other repellents.
In some cultures, Hunter Flies are regarded with superstition and fear, believed to be harbingers of misfortune or even agents of dark magic. Tales abound of travelers being waylaid by swarms of Hunter Flies, their blood drained by the relentless insects until they are left weakened and vulnerable.
Despite their predatory nature, Hunter Flies serve a crucial role in the ecosystem as scavengers and pollinators. However, their aggressive behavior and propensity for biting make them a nuisance to be avoided whenever possible.
=Stat Block=
'''Hunter Fly'''
''Small Beast, Unaligned''
<br>
'''Armor Class:''' 12 (Natural Armor)
<br>
'''Hit Points:''' 13 (3d6 + 3)
<br>
'''Speed:''' 20 ft., fly 40 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 8 (-1) || 14 (+2) || 13 (+1) || 2 (-4) || 10 (+0) || 3 (-4)
|}
<br>
'''Skills:''' Perception +2
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 12
<br>
'''Languages:''' —
<br>
'''Actions:'''
''Bite:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) poison damage.
<br>
'''Traits:'''
''Flyby:'' The hunter fly doesn't provoke opportunity attacks when it flies out of an enemy's reach.
03cd337c0f1ae3d4b91c46ccd181a4aaec0070c2
482
481
2024-04-19T22:49:21Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Hunterfly.png|frame|left]]
The Hunter Fly is a menacing insect, resembling a large fly about the size of a cat. Its iridescent wings beat rapidly as it hovers in the air, and its multifaceted eyes gleam with an ominous glint. With a furry, blood-red carapace and sharp, needle-like mouthparts, it exudes an aura of predatory menace.
==Habitat==
Hunter Flies are commonly found in forested areas and around stables, drawn to the scent of decaying matter and the presence of potential prey. They are particularly fond of manure, which provides both sustenance and breeding grounds for their larvae.
==Behavior==
Aggressive and relentless, Hunter Flies are aptly named for their hunting prowess. They have a voracious appetite for blood and will pursue any living creature within their territory, using their sharp proboscis to pierce the skin and feed on the blood within. They can inflict painful bites that leave behind itchy welts.
==Interactions with Humans==
Hunter Flies are considered pests by those who encounter them, as their bites can cause irritation and discomfort. They are known to swarm in large numbers, making outdoor activities in affected areas particularly unpleasant. Efforts to control their population often involve the use of insecticides or other repellents.
In some cultures, Hunter Flies are regarded with superstition and fear, believed to be harbingers of misfortune or even agents of dark magic. Tales abound of travelers being waylaid by swarms of Hunter Flies, their blood drained by the relentless insects until they are left weakened and vulnerable.
Despite their predatory nature, Hunter Flies serve a crucial role in the ecosystem as scavengers and pollinators. However, their aggressive behavior and propensity for biting make them a nuisance to be avoided whenever possible.
=Stat Block=
'''Hunter Fly'''
''Small Beast, Unaligned''
<br>
'''Armor Class:''' 12 (Natural Armor)
<br>
'''Hit Points:''' 13 (3d6 + 3)
<br>
'''Speed:''' 20 ft., fly 40 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 8 (-1) || 14 (+2) || 13 (+1) || 2 (-4) || 10 (+0) || 3 (-4)
|}
<br>
'''Skills:''' Perception +2
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 12
<br>
'''Languages:''' —
<br>
'''Actions:'''
<<br>
''Bite:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) poison damage.
<br>
'''Traits:'''
<br>
''Flyby:'' The hunter fly doesn't provoke opportunity attacks when it flies out of an enemy's reach.
6543d0f680048d91cc54e95d0410b85311bd4481
483
482
2024-04-19T22:49:37Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Hunterfly.png|frame|left]]
The Hunter Fly is a menacing insect, resembling a large fly about the size of a cat. Its iridescent wings beat rapidly as it hovers in the air, and its multifaceted eyes gleam with an ominous glint. With a furry, blood-red carapace and sharp, needle-like mouthparts, it exudes an aura of predatory menace.
==Habitat==
Hunter Flies are commonly found in forested areas and around stables, drawn to the scent of decaying matter and the presence of potential prey. They are particularly fond of manure, which provides both sustenance and breeding grounds for their larvae.
==Behavior==
Aggressive and relentless, Hunter Flies are aptly named for their hunting prowess. They have a voracious appetite for blood and will pursue any living creature within their territory, using their sharp proboscis to pierce the skin and feed on the blood within. They can inflict painful bites that leave behind itchy welts.
==Interactions with Humans==
Hunter Flies are considered pests by those who encounter them, as their bites can cause irritation and discomfort. They are known to swarm in large numbers, making outdoor activities in affected areas particularly unpleasant. Efforts to control their population often involve the use of insecticides or other repellents.
In some cultures, Hunter Flies are regarded with superstition and fear, believed to be harbingers of misfortune or even agents of dark magic. Tales abound of travelers being waylaid by swarms of Hunter Flies, their blood drained by the relentless insects until they are left weakened and vulnerable.
Despite their predatory nature, Hunter Flies serve a crucial role in the ecosystem as scavengers and pollinators. However, their aggressive behavior and propensity for biting make them a nuisance to be avoided whenever possible.
=Stat Block=
'''Hunter Fly'''
''Small Beast, Unaligned''
<br>
'''Armor Class:''' 12 (Natural Armor)
<br>
'''Hit Points:''' 13 (3d6 + 3)
<br>
'''Speed:''' 20 ft., fly 40 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 8 (-1) || 14 (+2) || 13 (+1) || 2 (-4) || 10 (+0) || 3 (-4)
|}
<br>
'''Skills:''' Perception +2
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 12
<br>
'''Languages:''' —
<br>
'''Actions:'''
<br>
''Bite:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) poison damage.
<br>
'''Traits:'''
<br>
''Flyby:'' The hunter fly doesn't provoke opportunity attacks when it flies out of an enemy's reach.
f454f1192b6a7d05feb50bca65edaa8e6a9f6bed
484
483
2024-04-19T22:51:12Z
Dnavas
2
wikitext
text/x-wiki
[[File:Hunterfly.png|frame|left]]
The Hunter Fly is a menacing insect, resembling a large fly about the size of a cat. Its iridescent wings beat rapidly as it hovers in the air, and its multifaceted eyes gleam with an ominous glint. With a furry, blood-red carapace and sharp, needle-like mouthparts, it exudes an aura of predatory menace.
==Habitat==
Hunter Flies are commonly found in forested areas around [[Wulfram and Wayne]] and around stables, drawn to the scent of decaying matter and the presence of potential prey. They are particularly fond of manure, which provides both sustenance and breeding grounds for their larvae.
==Behavior==
Aggressive and relentless, Hunter Flies are aptly named for their hunting prowess. They have a voracious appetite for blood and will pursue any living creature within their territory, using their sharp proboscis to pierce the skin and feed on the blood within. They can inflict painful bites that leave behind itchy welts.
==Interactions with Humans==
Hunter Flies are considered pests by those who encounter them, as their bites can cause irritation and discomfort. They are known to swarm in large numbers, making outdoor activities in affected areas particularly unpleasant. Efforts to control their population often involve the use of insecticides or other repellents provided by the [[Pest Control Center]].
In some cultures, Hunter Flies are regarded with superstition and fear, believed to be harbingers of misfortune or even agents of dark magic. Tales abound of travelers being waylaid by swarms of Hunter Flies, their blood drained by the relentless insects until they are left weakened and vulnerable.
Despite their predatory nature, Hunter Flies serve a crucial role in the ecosystem as scavengers and pollinators. However, their aggressive behavior and propensity for biting make them a nuisance to be avoided whenever possible.
=Stat Block=
'''Hunter Fly'''
''Small Beast, Unaligned''
<br>
'''Armor Class:''' 12 (Natural Armor)
<br>
'''Hit Points:''' 13 (3d6 + 3)
<br>
'''Speed:''' 20 ft., fly 40 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 8 (-1) || 14 (+2) || 13 (+1) || 2 (-4) || 10 (+0) || 3 (-4)
|}
<br>
'''Skills:''' Perception +2
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 12
<br>
'''Languages:''' —
<br>
'''Actions:'''
<br>
''Bite:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) poison damage.
<br>
'''Traits:'''
<br>
''Flyby:'' The hunter fly doesn't provoke opportunity attacks when it flies out of an enemy's reach.
e6b738733b31d55dfe89a2753a403d6405b9e76f
485
484
2024-04-19T22:54:05Z
Dnavas
2
Protected "[[Hunter Fly]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Hunterfly.png|frame|left]]
The Hunter Fly is a menacing insect, resembling a large fly about the size of a cat. Its iridescent wings beat rapidly as it hovers in the air, and its multifaceted eyes gleam with an ominous glint. With a furry, blood-red carapace and sharp, needle-like mouthparts, it exudes an aura of predatory menace.
==Habitat==
Hunter Flies are commonly found in forested areas around [[Wulfram and Wayne]] and around stables, drawn to the scent of decaying matter and the presence of potential prey. They are particularly fond of manure, which provides both sustenance and breeding grounds for their larvae.
==Behavior==
Aggressive and relentless, Hunter Flies are aptly named for their hunting prowess. They have a voracious appetite for blood and will pursue any living creature within their territory, using their sharp proboscis to pierce the skin and feed on the blood within. They can inflict painful bites that leave behind itchy welts.
==Interactions with Humans==
Hunter Flies are considered pests by those who encounter them, as their bites can cause irritation and discomfort. They are known to swarm in large numbers, making outdoor activities in affected areas particularly unpleasant. Efforts to control their population often involve the use of insecticides or other repellents provided by the [[Pest Control Center]].
In some cultures, Hunter Flies are regarded with superstition and fear, believed to be harbingers of misfortune or even agents of dark magic. Tales abound of travelers being waylaid by swarms of Hunter Flies, their blood drained by the relentless insects until they are left weakened and vulnerable.
Despite their predatory nature, Hunter Flies serve a crucial role in the ecosystem as scavengers and pollinators. However, their aggressive behavior and propensity for biting make them a nuisance to be avoided whenever possible.
=Stat Block=
'''Hunter Fly'''
''Small Beast, Unaligned''
<br>
'''Armor Class:''' 12 (Natural Armor)
<br>
'''Hit Points:''' 13 (3d6 + 3)
<br>
'''Speed:''' 20 ft., fly 40 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 8 (-1) || 14 (+2) || 13 (+1) || 2 (-4) || 10 (+0) || 3 (-4)
|}
<br>
'''Skills:''' Perception +2
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 12
<br>
'''Languages:''' —
<br>
'''Actions:'''
<br>
''Bite:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) poison damage.
<br>
'''Traits:'''
<br>
''Flyby:'' The hunter fly doesn't provoke opportunity attacks when it flies out of an enemy's reach.
e6b738733b31d55dfe89a2753a403d6405b9e76f
486
485
2024-04-19T22:54:28Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Hunterfly.png|frame|left]]
The Hunter Fly is a menacing insect, resembling a large fly about the size of a cat. Its iridescent wings beat rapidly as it hovers in the air, and its multifaceted eyes gleam with an ominous glint. With a furry, blood-red carapace and sharp, needle-like mouthparts, it exudes an aura of predatory menace.
==Habitat==
Hunter Flies are commonly found in forested areas around [[Wulfram and Wayne]] and around stables, drawn to the scent of decaying matter and the presence of potential prey. They are particularly fond of manure, which provides both sustenance and breeding grounds for their larvae.
==Behavior==
Aggressive and relentless, Hunter Flies are aptly named for their hunting prowess. They have a voracious appetite for blood and will pursue any living creature within their territory, using their sharp proboscis to pierce the skin and feed on the blood within. They can inflict painful bites that leave behind itchy welts.
==Interactions with Humans==
Hunter Flies are considered pests by those who encounter them, as their bites can cause irritation and discomfort. They are known to swarm in large numbers, making outdoor activities in affected areas particularly unpleasant. Efforts to control their population often involve the use of insecticides or other repellents provided by the [[Pest Control Center]].
In some cultures, Hunter Flies are regarded with superstition and fear, believed to be harbingers of misfortune or even agents of dark magic. Tales abound of travelers being waylaid by swarms of Hunter Flies, their blood drained by the relentless insects until they are left weakened and vulnerable.
Despite their predatory nature, Hunter Flies serve a crucial role in the ecosystem as scavengers and pollinators. However, their aggressive behavior and propensity for biting make them a nuisance to be avoided whenever possible.
=Stat Block=
'''Hunter Fly'''
<br>
''Small Beast, Unaligned''
<br>
'''Armor Class:''' 12 (Natural Armor)
<br>
'''Hit Points:''' 13 (3d6 + 3)
<br>
'''Speed:''' 20 ft., fly 40 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 8 (-1) || 14 (+2) || 13 (+1) || 2 (-4) || 10 (+0) || 3 (-4)
|}
<br>
'''Skills:''' Perception +2
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 12
<br>
'''Languages:''' —
<br>
'''Actions:'''
<br>
''Bite:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) poison damage.
<br>
'''Traits:'''
<br>
''Flyby:'' The hunter fly doesn't provoke opportunity attacks when it flies out of an enemy's reach.
4cdc4f275985247306d9dbdce3d663f9ab9fa1c5
File:Hunterfly.png
6
179
474
2024-04-19T19:58:26Z
Dnavas
2
wikitext
text/x-wiki
fly
41a682cadfe3d717067972796ef7451d08172fc5
File:Brilight.png
6
180
488
2024-04-19T23:46:14Z
Dnavas
2
wikitext
text/x-wiki
brilight
3685ab0805c26c86312f2ae573f8cdcc2200ea21
Brilight
0
181
489
2024-04-19T23:51:53Z
Dnavas
2
Created page with "[[File:Brilight.png|frame|left]] The Brilight is a creature renowned for its striking appearance and notorious reputation in the realms surrounding [[Wulfram and Wayne]]. This enigmatic insect, about the size of a bird, with wings adorned in regal shades of purple, has captured the attention of scholars and farmers alike due to its peculiar behaviors and ecological impact. ==Description== Measuring approximately the size of a bird, the Brilight captivates observers wit..."
wikitext
text/x-wiki
[[File:Brilight.png|frame|left]]
The Brilight is a creature renowned for its striking appearance and notorious reputation in the realms surrounding [[Wulfram and Wayne]]. This enigmatic insect, about the size of a bird, with wings adorned in regal shades of purple, has captured the attention of scholars and farmers alike due to its peculiar behaviors and ecological impact.
==Description==
Measuring approximately the size of a bird, the Brilight captivates observers with its vibrant hue. Despite its charming appearance, it harbors a sinister secret within its seemingly innocent exterior. Known for its insatiable appetite, the Brilight voraciously consumes the foliage cultivated by the students of herbology at Wulfram and Wayne, as well as the crops tended to by local farmers.
==Ecological Impact==
However, it is not the Brilight's appetite alone that poses a threat to the surrounding ecosystem. The aftermath of its feeding frenzy leaves a trail of devastation in the form of toxic droppings, which permeate the soil and render it infertile. This disruption to the delicate balance of the ecosystem not only affects agricultural endeavors but also poses a significant challenge to the sustainability of the surrounding environment.
==Cultural Significance==
Legends and folklore abound regarding attempts to control or eradicate the Brilight from the lands, yet its elusive nature and swift flight have thwarted such efforts time and again. Despite being a nuisance to farmers and herbologists, the Brilight has embedded itself into the cultural fabric of the region of [[Geffen]], serving as a cautionary tale of the consequences of unchecked consumption and environmental degradation.
=Stat Block=
'''Brilight'''
<br>
''Tiny beast, unaligned''
<br>
'''Armor Class:''' 13 (natural armor)
<br>
'''Hit Points:''' 7 (2d4 + 2)
<br>
'''Speed:''' 20 ft., fly 30 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 3 (-4) || 14 (+2) || 12 (+1) || 1 (-5) || 10 (+0) || 6 (-2)
|}
<br>
'''Skills:''' Perception +2
<br>
'''Senses:''' passive Perception 12
<br>
'''Languages:''' —
<br>
''Keen Sight:'' The Brilight has advantage on Wisdom (Perception) checks that rely on sight.
<br>
''Poisonous Droppings:'' Any creature that starts its turn within 5 feet of the Brilight must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage.
<br>
'''Actions'''
<br>
''Bite:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 2) piercing damage.
<br>
''Toxic Excretion (Recharge 5-6):'' The Brilight releases a cloud of toxic gas in a 10-foot radius centered on itself. Each creature in that area must make a DC 10 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one.
0358ee48e2ae1b77b9a946220ffd20adc3a63dd1
File:Scaraba.png
6
182
490
2024-04-19T23:56:58Z
Dnavas
2
wikitext
text/x-wiki
scaraba
4bcbbfcda1b54244f9e2287d28052355e9ea4680
Scaraba
0
183
491
2024-04-20T00:01:22Z
Dnavas
2
Created page with "[[File:Scaraba.png|frame|left]] Originally native to the arid sands of [[Morroc]], the Scaraba has managed to infiltrate the lush forests surrounding [[Geffen]]. These beetle-like creatures have established small colonies within the dense foliage, adapting to their new environment with surprising ease. ==Behavior and Defense Mechanisms:== While not inherently aggressive, Scarabas fiercely defend their colonies when threatened. Despite their limited intelligence, they po..."
wikitext
text/x-wiki
[[File:Scaraba.png|frame|left]]
Originally native to the arid sands of [[Morroc]], the Scaraba has managed to infiltrate the lush forests surrounding [[Geffen]]. These beetle-like creatures have established small colonies within the dense foliage, adapting to their new environment with surprising ease.
==Behavior and Defense Mechanisms:==
While not inherently aggressive, Scarabas fiercely defend their colonies when threatened. Despite their limited intelligence, they possess a remarkable ability to adapt and even wield primitive weapons fashioned from nearby materials.
==Threat Assessment:==
The presence of Scarabas in the forests near Geffen has raised concerns among locals and scholars alike. Efforts are underway at the [[Pest Control Center]] of [[Wulfram and Wayne]] to prevent the Scaraba from spreading beyond their established colonies and posing a threat to the surrounding ecosystem.
==Research and Response:==
Researchers and adventurers are intrigued by the Scaraba's unexpected behaviors and potential implications for the delicate balance of life in the region. Investigations and initiatives are ongoing to understand and mitigate the impact of this invasive species on the local environment.
=Stat Block=
'''Scaraba'''
<br>
''Medium monstrosity, unaligned''
<br>
'''Armor Class:'''15 (natural armor)
<br>
'''Hit Points:''' 33 (6d8 + 6)
<br>
'''Speed:''' 30 ft., burrow 20 ft.
<br>
STR 14 (+2) DEX 12 (+1) CON 13 (+1) INT 4 (-3) WIS 10 (+0) CHA 6 (-2)
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 14 (+2) || 12 (+1) || 13 (+1) || 4 (-3) || 10 (+0) || 6 (-2)
|}
<br>
'''Skills:''' Perception +2
<br>
'''Senses:''' darkvision 60 ft., passive Perception 12
<br>
'''Languages:''' -
<br>
'''Actions'''
<br>
''Multiattack:'' The Scaraba makes two attacks: one with its bite and one with its weapon.
<br>
''Bite:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage.
<br>
''Primitive Weapon:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage.
e161378291b40fa8313d5b90b6159f089fedbd6c
492
491
2024-04-20T00:02:04Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Scaraba.png|frame|left]]
Originally native to the arid sands of [[Morroc]], the Scaraba has managed to infiltrate the lush forests surrounding [[Geffen]]. These beetle-like creatures have established small colonies within the dense foliage, adapting to their new environment with surprising ease.
==Behavior and Defense Mechanisms:==
While not inherently aggressive, Scarabas fiercely defend their colonies when threatened. Despite their limited intelligence, they possess a remarkable ability to adapt and even wield primitive weapons fashioned from nearby materials.
==Threat Assessment:==
The presence of Scarabas in the forests near Geffen has raised concerns among locals and scholars alike. Efforts are underway at the [[Pest Control Center]] of [[Wulfram and Wayne]] to prevent the Scaraba from spreading beyond their established colonies and posing a threat to the surrounding ecosystem.
==Research and Response:==
Researchers and adventurers are intrigued by the Scaraba's unexpected behaviors and potential implications for the delicate balance of life in the region. Investigations and initiatives are ongoing to understand and mitigate the impact of this invasive species on the local environment.
=Stat Block=
'''Scaraba'''
<br>
''Medium monstrosity, unaligned''
<br>
'''Armor Class:'''15 (natural armor)
<br>
'''Hit Points:''' 33 (6d8 + 6)
<br>
'''Speed:''' 30 ft., burrow 20 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 14 (+2) || 12 (+1) || 13 (+1) || 4 (-3) || 10 (+0) || 6 (-2)
|}
<br>
'''Skills:''' Perception +2
<br>
'''Senses:''' darkvision 60 ft., passive Perception 12
<br>
'''Languages:''' -
<br>
'''Actions'''
<br>
''Multiattack:'' The Scaraba makes two attacks: one with its bite and one with its weapon.
<br>
''Bite:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage.
<br>
''Primitive Weapon:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage.
51151bd5b948fffb1d2bed0712c96a7fd65eb6e9
493
492
2024-04-20T00:03:40Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Scaraba.png|frame|left]]
Originally native to the arid sands of [[Morroc]], the Scaraba has managed to infiltrate the lush forests surrounding [[Geffen]]. These beetle-like creatures have established small colonies within the dense foliage, adapting to their new environment with surprising ease.
==Behavior and Defense Mechanisms:==
While not inherently aggressive, Scarabas fiercely defend their colonies when threatened. Despite their limited intelligence, they possess a remarkable ability to adapt and even wield primitive weapons fashioned from nearby materials.
==Threat Assessment:==
The presence of Scarabas in the forests near Geffen has raised concerns among locals and scholars alike. Efforts are underway at the [[Pest Control Center]] of [[Wulfram and Wayne]] to prevent the Scaraba from spreading beyond their established colonies and posing a threat to the surrounding ecosystem.
==Research and Response:==
Researchers and adventurers are intrigued by the Scaraba's unexpected behaviors and potential implications for the delicate balance of life in the region. Investigations and initiatives are ongoing to understand and mitigate the impact of this invasive species on the local environment.
=Stat Block=
'''Scaraba'''
<br>
''Medium monstrosity, unaligned''
<br>
'''Armor Class:'''15 (natural armor)
<br>
'''Hit Points:''' 33 (6d8 + 6)
<br>
'''Speed:''' 30 ft., burrow 20 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 14 (+2) || 12 (+1) || 13 (+1) || 4 (-3) || 10 (+0) || 6 (-2)
|}
'''Skills:''' Perception +2
<br>
'''Senses:''' darkvision 60 ft., passive Perception 12
<br>
'''Languages:''' -
<br>
'''Actions'''
<br>
''Multiattack:'' The Scaraba makes two attacks: one with its bite and one with its weapon.
<br>
''Bite:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage.
<br>
''Primitive Weapon:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage.
f38a759161b87af03dd879c7a9fb1d7a12cd54d7
494
493
2024-04-20T00:04:13Z
Dnavas
2
Protected "[[Scaraba]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Scaraba.png|frame|left]]
Originally native to the arid sands of [[Morroc]], the Scaraba has managed to infiltrate the lush forests surrounding [[Geffen]]. These beetle-like creatures have established small colonies within the dense foliage, adapting to their new environment with surprising ease.
==Behavior and Defense Mechanisms:==
While not inherently aggressive, Scarabas fiercely defend their colonies when threatened. Despite their limited intelligence, they possess a remarkable ability to adapt and even wield primitive weapons fashioned from nearby materials.
==Threat Assessment:==
The presence of Scarabas in the forests near Geffen has raised concerns among locals and scholars alike. Efforts are underway at the [[Pest Control Center]] of [[Wulfram and Wayne]] to prevent the Scaraba from spreading beyond their established colonies and posing a threat to the surrounding ecosystem.
==Research and Response:==
Researchers and adventurers are intrigued by the Scaraba's unexpected behaviors and potential implications for the delicate balance of life in the region. Investigations and initiatives are ongoing to understand and mitigate the impact of this invasive species on the local environment.
=Stat Block=
'''Scaraba'''
<br>
''Medium monstrosity, unaligned''
<br>
'''Armor Class:'''15 (natural armor)
<br>
'''Hit Points:''' 33 (6d8 + 6)
<br>
'''Speed:''' 30 ft., burrow 20 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 14 (+2) || 12 (+1) || 13 (+1) || 4 (-3) || 10 (+0) || 6 (-2)
|}
'''Skills:''' Perception +2
<br>
'''Senses:''' darkvision 60 ft., passive Perception 12
<br>
'''Languages:''' -
<br>
'''Actions'''
<br>
''Multiattack:'' The Scaraba makes two attacks: one with its bite and one with its weapon.
<br>
''Bite:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage.
<br>
''Primitive Weapon:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage.
f38a759161b87af03dd879c7a9fb1d7a12cd54d7
File:Lumite.png
6
184
497
2024-04-20T00:25:17Z
Dnavas
2
wikitext
text/x-wiki
lumite
b78286fdbe7fe84f1ce4925ba2e7bb32731d59fd
Lumite
0
185
498
2024-04-20T00:28:03Z
Dnavas
2
Created page with "[[File:Lumite.png|frame|left]] The Lumite, a sinister creature lurking in the depths of the forest, is a creature of both fascination and terror. Resembling an oversized caterpillar, its body stretches as long as a large snake, adorned with two glowing antennae that emit an ethereal light, captivating those who wander too close. ==Behavior== Under the veil of darkness, the Lumite employs its glowing antennae as lures, casting an otherworldly glow that beckons unsuspecti..."
wikitext
text/x-wiki
[[File:Lumite.png|frame|left]]
The Lumite, a sinister creature lurking in the depths of the forest, is a creature of both fascination and terror. Resembling an oversized caterpillar, its body stretches as long as a large snake, adorned with two glowing antennae that emit an ethereal light, captivating those who wander too close.
==Behavior==
Under the veil of darkness, the Lumite employs its glowing antennae as lures, casting an otherworldly glow that beckons unsuspecting travelers to their doom. Entranced by the mesmerizing light, victims are drawn closer and closer until they stumble upon the creature's nest, hidden amidst the dense foliage.
==Attack==
With lightning speed, the Lumite strikes, delivering a paralyzing venom with its venomous bite. Once its prey is incapacitated, it swiftly wraps them in a cocoon of silk, preparing them for a grim fate as sustenance for its insatiable hunger.
==Danger==
The presence of Lumites poses a significant danger to those traversing the forest paths, and the [[Pest Control Center]] at [[Wulfram and Wayne endeavors]] to educate students about the dangers of following strange lights in the night. For to fall victim to the allure of the Lumite's glow is to risk becoming another unfortunate addition to its macabre feast.
8f51870f893a431a35ff3c40226cd9128f55089d
499
498
2024-04-20T00:28:19Z
Dnavas
2
Protected "[[Lumite]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Lumite.png|frame|left]]
The Lumite, a sinister creature lurking in the depths of the forest, is a creature of both fascination and terror. Resembling an oversized caterpillar, its body stretches as long as a large snake, adorned with two glowing antennae that emit an ethereal light, captivating those who wander too close.
==Behavior==
Under the veil of darkness, the Lumite employs its glowing antennae as lures, casting an otherworldly glow that beckons unsuspecting travelers to their doom. Entranced by the mesmerizing light, victims are drawn closer and closer until they stumble upon the creature's nest, hidden amidst the dense foliage.
==Attack==
With lightning speed, the Lumite strikes, delivering a paralyzing venom with its venomous bite. Once its prey is incapacitated, it swiftly wraps them in a cocoon of silk, preparing them for a grim fate as sustenance for its insatiable hunger.
==Danger==
The presence of Lumites poses a significant danger to those traversing the forest paths, and the [[Pest Control Center]] at [[Wulfram and Wayne endeavors]] to educate students about the dangers of following strange lights in the night. For to fall victim to the allure of the Lumite's glow is to risk becoming another unfortunate addition to its macabre feast.
8f51870f893a431a35ff3c40226cd9128f55089d
500
499
2024-04-20T00:32:32Z
Dnavas
2
wikitext
text/x-wiki
[[File:Lumite.png|frame|left]]
The Lumite, a sinister creature lurking in the depths of the forest, is a creature of both fascination and terror. Resembling an oversized caterpillar, its body stretches as long as a large snake, adorned with two glowing antennae that emit an ethereal light, captivating those who wander too close.
==Behavior==
Under the veil of darkness, the Lumite employs its glowing antennae as lures, casting an otherworldly glow that beckons unsuspecting travelers to their doom. Entranced by the mesmerizing light, victims are drawn closer and closer until they stumble upon the creature's nest, hidden amidst the dense foliage.
==Attack==
With lightning speed, the Lumite strikes, delivering a paralyzing venom with its venomous bite. Once its prey is incapacitated, it swiftly wraps them in a cocoon of silk, preparing them for a grim fate as sustenance for its insatiable hunger.
==Danger==
The presence of Lumites poses a significant danger to those traversing the forest paths, and the [[Pest Control Center]] at [[Wulfram and Wayne]] endeavors to educate students about the dangers of following strange lights in the night. For to fall victim to the allure of the Lumite's glow is to risk becoming another unfortunate addition to its macabre feast.
=Stat Block=
'''Lumite'''
<br>
''Medium Monstrosity, Unaligned''
<br>
'''Armor Class:''' 12 (Natural Armor)
<br>
'''Hit Points:''' 27 (6d8)
<br>
'''Speed:''' 30 ft., climb 20 ft.
<br>
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 10 (+0) 3 (-4) 10 (+0) 5 (-3)
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 12 (+1) || 14 (+2) || 10 (+0) || 3 (-4) || 10 (+0) || 5 (-3)
|}
'''Skills:''' Perception +2, Stealth +4
<br>
'''Senses Darkvision:''' 60 ft., Passive Perception 12
<br>
'''Languages:''' —
<br>
''False Appearance:''While the Lumite remains motionless and its antennae are not glowing, it is indistinguishable from an ordinary, albeit large, caterpillar.
<br>
''Illumination:'' The Lumite emits dim light in a 10-foot radius from its glowing antennae.
<br>
'''Actions'''
<br>
''Bite:'' Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
<br>
''Cocoon (Recharge 5-6):'' The Lumite attempts to wrap a paralyzed creature in silk. The target must make a DC 11 Strength saving throw or be restrained and incapacitated by the cocoon. The cocoon has an AC of 12 and 10 hit points. The restrained creature can use its action to make a DC 11 Strength check, bursting the cocoon on a success and freeing itself. Once the Lumite has used this action, it can't use it again until it completes a short or long rest.
<br>
'''Reactions'''
<br>
''Light Lure:'' When a creature starts its turn within 30 feet of the Lumite and the Lumite's antennae are glowing, the creature must succeed on a DC 11 Wisdom saving throw or be charmed by the Lumite's light until the start of its next turn. A creature that successfully saves against this effect can't be affected by it again for 24 hours.
9dbf31a30ceb0bcc0edcf435ec51f24435f76667
501
500
2024-04-20T00:33:38Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Lumite.png|frame|left]]
The Lumite, a sinister creature lurking in the depths of the forest, is a creature of both fascination and terror. Resembling an oversized caterpillar, its body stretches as long as a large snake, adorned with two glowing antennae that emit an ethereal light, captivating those who wander too close.
==Behavior==
Under the veil of darkness, the Lumite employs its glowing antennae as lures, casting an otherworldly glow that beckons unsuspecting travelers to their doom. Entranced by the mesmerizing light, victims are drawn closer and closer until they stumble upon the creature's nest, hidden amidst the dense foliage.
==Attack==
With lightning speed, the Lumite strikes, delivering a paralyzing venom with its venomous bite. Once its prey is incapacitated, it swiftly wraps them in a cocoon of silk, preparing them for a grim fate as sustenance for its insatiable hunger.
==Danger==
The presence of Lumites poses a significant danger to those traversing the forest paths, and the [[Pest Control Center]] at [[Wulfram and Wayne]] endeavors to educate students about the dangers of following strange lights in the night. For to fall victim to the allure of the Lumite's glow is to risk becoming another unfortunate addition to its macabre feast.
=Stat Block=
'''Lumite'''
<br>
''Medium Monstrosity, Unaligned''
<br>
'''Armor Class:''' 12 (Natural Armor)
<br>
'''Hit Points:''' 27 (6d8)
<br>
'''Speed:''' 30 ft., climb 20 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 12 (+1) || 14 (+2) || 10 (+0) || 3 (-4) || 10 (+0) || 5 (-3)
|}
'''Skills:''' Perception +2, Stealth +4
<br>
'''Senses Darkvision:''' 60 ft., Passive Perception 12
<br>
'''Languages:''' —
<br>
''False Appearance:'' While the Lumite remains motionless and its antennae are not glowing, it is indistinguishable from an ordinary, albeit large, caterpillar.
<br>
''Illumination:'' The Lumite emits dim light in a 10-foot radius from its glowing antennae.
<br>
'''Actions'''
<br>
''Bite:'' Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
<br>
''Cocoon (Recharge 5-6):'' The Lumite attempts to wrap a paralyzed creature in silk. The target must make a DC 11 Strength saving throw or be restrained and incapacitated by the cocoon. The cocoon has an AC of 12 and 10 hit points. The restrained creature can use its action to make a DC 11 Strength check, bursting the cocoon on a success and freeing itself. Once the Lumite has used this action, it can't use it again until it completes a short or long rest.
<br>
'''Reactions'''
<br>
''Light Lure:'' When a creature starts its turn within 30 feet of the Lumite and the Lumite's antennae are glowing, the creature must succeed on a DC 11 Wisdom saving throw or be charmed by the Lumite's light until the start of its next turn. A creature that successfully saves against this effect can't be affected by it again for 24 hours.
382d4c9d7d781fa887085bc9852cf4282aa09482
File:Zipperwing.png
6
186
502
2024-04-20T00:43:18Z
Dnavas
2
wikitext
text/x-wiki
zipper wing
c397b7b55767825b5a51b7d6e5a4aea1c2a01761
Zipper Wing
0
187
503
2024-04-20T00:44:01Z
Dnavas
2
Created page with "[[File:Zipperwing.png|frame|left]] The Zipper Wing is a formidable creature resembling a large dragonfly, its iridescent wings shimmering in the sunlight as it darts through the air with remarkable agility. Its body is sleek and slender, adorned with vibrant colors that help it blend seamlessly with the foliage of the forest. However, what sets the Zipper Wing apart from ordinary dragonflies is its menacing tail, which bristles with multiple needle-like barbs capable of..."
wikitext
text/x-wiki
[[File:Zipperwing.png|frame|left]]
The Zipper Wing is a formidable creature resembling a large dragonfly, its iridescent wings shimmering in the sunlight as it darts through the air with remarkable agility. Its body is sleek and slender, adorned with vibrant colors that help it blend seamlessly with the foliage of the forest. However, what sets the Zipper Wing apart from ordinary dragonflies is its menacing tail, which bristles with multiple needle-like barbs capable of inflicting serious harm.
==Behavior:==
Despite its delicate appearance, the Zipper Wing is a highly aggressive predator, known for its swift and vicious attacks on unsuspecting prey. It uses its barbed tail with deadly precision, striking with lightning speed to impale its victims before they even have a chance to react.
==Encounters:==
Many unfortunate individuals, including students of [[Wulfram and Wayne]], have fallen victim to the Zipper Wing's attacks, returning from the forest with painful wounds and tales of narrow escapes. The [[Pest Control Center]] at Wulfram and Wayne issues stern warnings to students, advising them to exercise caution when venturing into the forests surrounding the school.
==Habitat:==
Zipper Wings are known to inhabit secluded areas away from populated grounds, making them a significant threat to those who stray too far from safety.
==Advisory:==
Despite their beauty, these creatures are best avoided, as their aggressive nature and potent weaponry make them formidable adversaries even for seasoned adventurers.
=Stat Block=
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504
503
2024-04-20T00:45:52Z
Dnavas
2
Protected "[[Zipper Wing]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Zipperwing.png|frame|left]]
The Zipper Wing is a formidable creature resembling a large dragonfly, its iridescent wings shimmering in the sunlight as it darts through the air with remarkable agility. Its body is sleek and slender, adorned with vibrant colors that help it blend seamlessly with the foliage of the forest. However, what sets the Zipper Wing apart from ordinary dragonflies is its menacing tail, which bristles with multiple needle-like barbs capable of inflicting serious harm.
==Behavior:==
Despite its delicate appearance, the Zipper Wing is a highly aggressive predator, known for its swift and vicious attacks on unsuspecting prey. It uses its barbed tail with deadly precision, striking with lightning speed to impale its victims before they even have a chance to react.
==Encounters:==
Many unfortunate individuals, including students of [[Wulfram and Wayne]], have fallen victim to the Zipper Wing's attacks, returning from the forest with painful wounds and tales of narrow escapes. The [[Pest Control Center]] at Wulfram and Wayne issues stern warnings to students, advising them to exercise caution when venturing into the forests surrounding the school.
==Habitat:==
Zipper Wings are known to inhabit secluded areas away from populated grounds, making them a significant threat to those who stray too far from safety.
==Advisory:==
Despite their beauty, these creatures are best avoided, as their aggressive nature and potent weaponry make them formidable adversaries even for seasoned adventurers.
=Stat Block=
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505
504
2024-04-20T00:50:30Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Zipperwing.png|frame|left]]
The Zipper Wing is a formidable creature resembling a large dragonfly, its iridescent wings shimmering in the sunlight as it darts through the air with remarkable agility. Its body is sleek and slender, adorned with vibrant colors that help it blend seamlessly with the foliage of the forest. However, what sets the Zipper Wing apart from ordinary dragonflies is its menacing tail, which bristles with multiple needle-like barbs capable of inflicting serious harm.
==Behavior:==
Despite its delicate appearance, the Zipper Wing is a highly aggressive predator, known for its swift and vicious attacks on unsuspecting prey. It uses its barbed tail with deadly precision, striking with lightning speed to impale its victims before they even have a chance to react.
==Encounters:==
Many unfortunate individuals, including students of [[Wulfram and Wayne]], have fallen victim to the Zipper Wing's attacks, returning from the forest with painful wounds and tales of narrow escapes. The [[Pest Control Center]] at Wulfram and Wayne issues stern warnings to students, advising them to exercise caution when venturing into the forests surrounding the school.
==Habitat:==
Zipper Wings are known to inhabit secluded areas away from populated grounds, making them a significant threat to those who stray too far from safety.
==Advisory:==
Despite their beauty, these creatures are best avoided, as their aggressive nature and potent weaponry make them formidable adversaries even for seasoned adventurers.
=Stat Block=
'''Zipper Wing'''
<br>
''Medium monstrosity, unaligned''
<Br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' 27 (6d8)
<br>
'''Speed:''' 30 ft., fly 60 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 12 (+1) || 16 (+3) || 10 (+0) || 3 (-4) || 12 (+1) || 6 (-2)
|}
'''Skills:''' Perception +3, Stealth +5
<br>
'''Senses:''' darkvision 60 ft., passive Perception 13
<br>
'''Languages:''' —
<br>
'''Actions'''
<br>
''Multiattack:'' The Zipper Wing makes two attacks: one with its bite and one with its tail barb.
<br>
'''Bite:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
<br>
'''Tail Barb:''' Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
<br>
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Pest Control Center
0
169
506
496
2024-04-20T00:51:25Z
Dnavas
2
/* Common Pests */
wikitext
text/x-wiki
[[File:Pestcontrol.png|left|frame]]
The Pest Control Center headquarters within [[Wulfram and Wayne]] is a whimsical yet eclectic establishment nestled in the heart of the campus. Its exterior is adorned with vibrant colors and playful decorations, giving it a cheerful and inviting appearance. As students approach, they are greeted by a large sign adorned with cartoonish depictions of various magical creatures, each wearing comically oversized glasses and holding tiny brooms.
==Lobby==
Upon entering the headquarters, students are greeted by a spacious and brightly lit lobby decorated with enchanted tapestries depicting scenes of mythical creatures engaged in comical antics. The air is filled with the scent of herbs and flowers, creating a pleasant and inviting atmosphere. The main reception desk is manned by a team of friendly and knowledgeable staff members who are always eager to assist students with their pest-related inquiries. Behind the desk, shelves are lined with jars containing an assortment of magical ingredients and potions, each labeled with names and colorful illustrations.
==Departments==
The headquarters houses a variety of specialized departments dedicated to different aspects of pest control, including magical creature identification, containment, and removal. Each department is equipped with state-of-the-art equipment and tools designed to handle even the most elusive and mischievous pests.
==Educational Exhibits==
Throughout the headquarters, students will find interactive displays and educational exhibits designed to teach them about the various magical creatures that inhabit the campus and how to safely interact with them. There are also hands-on workshops and training sessions where students can learn practical skills such as spellcasting techniques and potion brewing.
==Atmosphere==
Despite its serious mission, the Pest Control Center headquarters maintains a lighthearted and fun-loving atmosphere, reflecting the school's commitment to fostering a sense of curiosity and wonder among its students. Whether they are studying the habits of mischievous pixies or learning how to safely capture a runaway dragon, students at Wulfram and Wayne's Pest Control Center headquarters are sure to find themselves in for a magical adventure.
== Common Pests ==
* [[Arcane Rat]] - CR 1/2
* [[Aviabbit]] - CR 1/2
* [[Bison Worm]] - CR 1/2
* [[Brilight]] - CR 1/2
* [[Hunter Fly]] - CR 1
* [[Lumite]] - CR 2
* [[Scaraba]] - CR 2
* [[Thief Bug]] - CR 1/2
* [[Zipper Wing]] - CR 2
41cd7ba0a8bbb82bd8297879d8e72e82894aed6d
Scaraba
0
183
507
494
2024-04-20T01:00:01Z
Dnavas
2
wikitext
text/x-wiki
[[File:Scaraba.png|frame|left]]
Originally native to the arid sands of [[Morroc]], the Scaraba has managed to infiltrate the lush forests surrounding [[Geffen]]. These beetle-like creatures have established small colonies within the dense foliage, adapting to their new environment with surprising ease.
==Behavior and Defense Mechanisms==
While not inherently aggressive, Scarabas fiercely defend their colonies when threatened. Despite their limited intelligence, they possess a remarkable ability to adapt and even wield primitive weapons fashioned from nearby materials.
==Threat Assessment==
The presence of Scarabas in the forests near Geffen has raised concerns among locals and scholars alike. Efforts are underway at the [[Pest Control Center]] of [[Wulfram and Wayne]] to prevent the Scaraba from spreading beyond their established colonies and posing a threat to the surrounding ecosystem.
==Research and Response==
Researchers and adventurers are intrigued by the Scaraba's unexpected behaviors and potential implications for the delicate balance of life in the region. Investigations and initiatives are ongoing to understand and mitigate the impact of this invasive species on the local environment.
=Stat Block=
'''Scaraba'''
<br>
''Medium monstrosity, unaligned''
<br>
'''Armor Class:'''15 (natural armor)
<br>
'''Hit Points:''' 33 (6d8 + 6)
<br>
'''Speed:''' 30 ft., burrow 20 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 14 (+2) || 12 (+1) || 13 (+1) || 4 (-3) || 10 (+0) || 6 (-2)
|}
'''Skills:''' Perception +2
<br>
'''Senses:''' darkvision 60 ft., passive Perception 12
<br>
'''Languages:''' -
<br>
'''Actions'''
<br>
''Multiattack:'' The Scaraba makes two attacks: one with its bite and one with its weapon.
<br>
''Bite:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage.
<br>
''Primitive Weapon:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) slashing damage.
ef15ac486ca9da0bcdc3d8eaa8ae63a3df3afbf4
Main Page
0
1
508
338
2024-04-20T01:02:54Z
Dnavas
2
wikitext
text/x-wiki
[[File:Logo54.png|frameless|center]]
<center>
= Welcome to Estecia =
</center>
<center>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses|high houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Choose a House:''' Decide which of the four houses—[[Auriel House|Auriel]], [[Rathos House|Rathos]], [[Gauthwin House|Gauthwin]], or [[Olivier House|Olivier]]—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, which of the [[High Houses|high houses]] they're a subject of, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy. Possible locations your character could be from include:
** [[Al de Baran]]
** [[Alberta]]
** [[Geffen]]
** [[Izlude]]
** [[Morroc]]
** [[Payon]]
** [[Prontera]]
43e3462de60f66d72e309c2f5c2526e94ea0e6d8
540
508
2024-04-22T00:34:14Z
Dnavas
2
/* Creating a Character */
wikitext
text/x-wiki
[[File:Logo54.png|frameless|center]]
<center>
= Welcome to Estecia =
</center>
<center>
<i>“The question isn't whether magic is real. It's whether I can touch it without being consumed by it.”</i>
<br>
― Victoria Lee, A Lesson in Vengeance
</center>
== Creating a Character ==
When creating a new character in the world of Estecia, regardless of what city or village they live in, they are a subject to one of the major [[High Houses|high houses]]. Please read through and decide which fits your character best.
Creating a character for a first-year student at [[Wulfram and Wayne]] requires careful consideration of the magical world they are entering.
* '''Age:''' All students enter Wulfram and Wayne at the age of 18 or 19 as they begin their magical collegiate journey.
* '''Choose a House:''' Decide which of the four houses—[[Auriel House|Auriel]], [[Rathos House|Rathos]], [[Gauthwin House|Gauthwin]], or [[Olivier House|Olivier]]—your character belongs to based on their personality traits and magical affinities. Research each house's characteristics and values to make an informed decision.
* '''Define Background:''' Consider your character's background, including their upbringing, which of the [[High Houses|high houses]] they're a subject of, family history, and any significant events that shaped their life before attending Wulfram and Wayne. Think about why they chose to pursue magical studies and what goals they hope to achieve at the academy. Possible locations your character could be from include:
** [[Al de Baran]]
** [[Alberta]]
** [[Geffen]]
** [[Izlude]]
** [[Morroc]]
** [[Payon]]
** [[Prontera]]
b0c41122a224fca419e8e291b4f7804a9e3062bd
File:Berringerarena.png
6
188
509
2024-04-21T00:27:58Z
Dnavas
2
wikitext
text/x-wiki
arena
bbcfcdbce6005afa669d007b07c4e2fceb8d0c73
Berringer Arena
0
189
510
2024-04-21T00:29:03Z
Dnavas
2
Created page with "[[File:Berringerarena.png|frame|left]] The Berringer Arena stands as a testament to both camaraderie and competition within the prestigious halls of [[Wulfram and Wayne]]. This sprawling structure serves as the battleground for the thrilling game of Arcane Adversary, where students harness their magical prowess to vie for supremacy. ==Magical Maze Construction== As teams of five students enter the arena, a magnificent spectacle unfolds before them. With a wave of the a..."
wikitext
text/x-wiki
[[File:Berringerarena.png|frame|left]]
The Berringer Arena stands as a testament to both camaraderie and competition within the prestigious halls of [[Wulfram and Wayne]]. This sprawling structure serves as the battleground for the thrilling game of Arcane Adversary, where students harness their magical prowess to vie for supremacy.
==Magical Maze Construction==
As teams of five students enter the arena, a magnificent spectacle unfolds before them. With a wave of the arena master's wand, the maze materializes around the participants, its labyrinthine corridors twisting and turning in a mesmerizing display of arcane craftsmanship. Each team must navigate this ever-shifting maze, facing challenges at every turn while striving to reach the coveted center.
==Dynamic Gameplay==
Within the confines of the maze, students must employ the spells they've mastered in their classes to outwit and outmaneuver rival teams. From hurling elemental bolts to conjuring protective barriers, the arena is alive with the crackle of magical energy as spells clash and strategies unfold. As they battle their way through the maze, students must also contend with traps cunningly concealed amidst the corridors and creatures summoned to impede their progress.
==King of the Hill==
At the heart of the maze lies the coveted "King of the Hill" zone, where teams must stake their claim and defend their position against all challengers. With rival students closing in from all sides, each team must demonstrate both skill and strategy to maintain their dominance until time expires. Victory belongs to those who can withstand the onslaught and emerge as the undisputed champions of the Berringer Arena.
==A Test of Skill and Strategy==
The Berringer Arena provides students with a thrilling arena to showcase their magical abilities while honing their skills in teamwork and strategy. Whether unleashing devastating spells or navigating treacherous terrain, participants must draw upon all their training to emerge victorious in the crucible of Arcane Adversary.
535d8cf942ca65a94fc5cf2e73eb685987c2f9f4
511
510
2024-04-21T00:29:18Z
Dnavas
2
Protected "[[Berringer Arena]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Berringerarena.png|frame|left]]
The Berringer Arena stands as a testament to both camaraderie and competition within the prestigious halls of [[Wulfram and Wayne]]. This sprawling structure serves as the battleground for the thrilling game of Arcane Adversary, where students harness their magical prowess to vie for supremacy.
==Magical Maze Construction==
As teams of five students enter the arena, a magnificent spectacle unfolds before them. With a wave of the arena master's wand, the maze materializes around the participants, its labyrinthine corridors twisting and turning in a mesmerizing display of arcane craftsmanship. Each team must navigate this ever-shifting maze, facing challenges at every turn while striving to reach the coveted center.
==Dynamic Gameplay==
Within the confines of the maze, students must employ the spells they've mastered in their classes to outwit and outmaneuver rival teams. From hurling elemental bolts to conjuring protective barriers, the arena is alive with the crackle of magical energy as spells clash and strategies unfold. As they battle their way through the maze, students must also contend with traps cunningly concealed amidst the corridors and creatures summoned to impede their progress.
==King of the Hill==
At the heart of the maze lies the coveted "King of the Hill" zone, where teams must stake their claim and defend their position against all challengers. With rival students closing in from all sides, each team must demonstrate both skill and strategy to maintain their dominance until time expires. Victory belongs to those who can withstand the onslaught and emerge as the undisputed champions of the Berringer Arena.
==A Test of Skill and Strategy==
The Berringer Arena provides students with a thrilling arena to showcase their magical abilities while honing their skills in teamwork and strategy. Whether unleashing devastating spells or navigating treacherous terrain, participants must draw upon all their training to emerge victorious in the crucible of Arcane Adversary.
535d8cf942ca65a94fc5cf2e73eb685987c2f9f4
File:Goerethal.png
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190
512
2024-04-21T00:45:01Z
Dnavas
2
wikitext
text/x-wiki
goerethal
ec4e09632d97ff2a24a79fdfcb7a15c31e56b797
Goerethal Library and Archives
0
191
513
2024-04-21T00:46:15Z
Dnavas
2
Created page with "[[File:Goerethal.png|frame|left]] The Goerethal Library and Archives stand as an imposing monument to the pursuit of knowledge within the esteemed halls of [[Wulfram and Wayne]]. This grand edifice serves as a sanctuary for scholars and students alike, offering a vast repository of books, scrolls, and tomes spanning countless realms of study. ==An Abode of Learning== From the moment one crosses the threshold of the library, a sense of reverence for the boundless expans..."
wikitext
text/x-wiki
[[File:Goerethal.png|frame|left]]
The Goerethal Library and Archives stand as an imposing monument to the pursuit of knowledge within the esteemed halls of [[Wulfram and Wayne]]. This grand edifice serves as a sanctuary for scholars and students alike, offering a vast repository of books, scrolls, and tomes spanning countless realms of study.
==An Abode of Learning==
From the moment one crosses the threshold of the library, a sense of reverence for the boundless expanse of knowledge contained within its walls permeates the air. Students from all corners of the academy flock to its hallowed halls, eager to immerse themselves in the wealth of information that lies waiting to be discovered.
==The Forbidden Archives==
While the library's vast collection is open to all who seek enlightenment, there exists a hidden realm beyond the reach of casual perusal: the Forbidden Archives. Guarded by powerful enchantments and veiled in secrecy, these deeper recesses of the library are strictly off-limits to all but the most trusted faculty members.
==Mysteries of the Restricted Section==
Despite the strict prohibition against unauthorized entry, whispers abound among the student body of the tantalizing secrets that lie hidden within the Forbidden Archives. Tales of arcane tomes and forbidden knowledge beckon to the curious and the daring, tempting them to test the limits of their academic boundaries.
==Guardians of the Knowledge==
To ensure the sanctity of the library's treasures, a cadre of vigilant librarians and enchanted guardians stands ever watchful, ready to deter any who would seek to breach the sanctity of the Forbidden Archives. Their presence serves as a stern reminder of the consequences that await those who would dare to defy the rules.
==A Realm of Order and Magic==
Within the bustling confines of the library, order and magic intertwine seamlessly to create an environment of unparalleled organization and efficiency. Books float gracefully through the air, guided by unseen forces to their rightful places upon the shelves, while enchanted sigils ward against the ravages of time and decay.
==A Beacon of Wisdom==
As the beating heart of intellectual pursuit at Wulfram and Wayne, the Goerethal Library and Archives stand as a beacon of wisdom and enlightenment, guiding students on their journey of discovery and fostering a deep appreciation for the boundless wonders of the world.
b80fb79d7ce4cb9fbe4519d17679fdb75ccd30a2
Wulfram and Wayne
0
37
514
446
2024-04-21T01:06:58Z
Dnavas
2
/* Notable Areas */
wikitext
text/x-wiki
[[File:Wwaerial.png|frame|left]]
== Founding and Legacy ==
For over several hundred years, the prestigious magical academy of Wulfram and Wayne has stood as a beacon of learning and enlightenment in the realm of sorcery. Founded by the illustrious wizards [[Atticus Wulfram]] and [[Mathias Wayne]], the school has nurtured the talents of countless generations of aspiring mages, shaping them into masters of the arcane arts from the moment they disembark from [[The Skyward Serpent]]. While at the school, student's not only learn to master the arcane, but also participate in [[Wulfram and Wayne Events|events]] where they bond with fellow students.
== House System ==
Central to the school's ethos is its division into four distinct houses, each named after legendary creatures of myth and magic. Students are sorted into these houses upon their arrival at the academy, where they form lifelong bonds with their fellow housemates and engage in friendly competition and camaraderie.
* [[Auriel House]]: Represented by the graceful and ethereal fairy, Auriel House embodies the virtues of creativity, intuition, and enchantment.
* [[Rathos House]]: Symbolized by the cunning and industrious spider, Rathos House values cunning, resourcefulness, and determination.
* [[Gauthwin House]]: Adorned with the majestic and noble griffin, Gauthwin House prioritizes courage, loyalty, and strength.
* [[Olivier House]]: Represented by the wise and observant owl, Olivier House esteems wisdom, knowledge, and intellect above all else.
== Academic Excellence ==
From its humble beginnings as a small enclave of magical scholars to its present-day status as the foremost institutions of magical learning, Wulfram and Wayne has remained dedicated to its mission of fostering the next generation of magic users. Students embark on a journey of discovery and self-discovery, honing their magical talents and forging lifelong friendships that transcend the boundaries of time and space.
== Enduring Tradition ==
As the legacy of Atticus Wulfram and Matthias Wayne continues to inspire future generations of magic users, the halls of Wulfram and Wayne echo with the whispers of ancient spells and the promise of limitless potential. The school remains a cornerstone of magical education, its name synonymous with excellence and innovation in the realm of sorcery.
== Notable Areas ==
* [[Goerethal Library and Archives]]
* [[Pest Control Center]]
* [[Berringer Arena]]: Wulfrum and Waynes arena to play the game Arcane Adversary.
== Academia ==
At Wulfram and Wayne, academic rigor is the cornerstone of magical education. Students are challenged to delve into the depths of magical theory, hone their spellcasting skills, and push the boundaries of their magical knowledge. Each one of Wulfram and Wayne's [[classes]] is designed to provide a comprehensive understanding of magical principles, from the intricacies of spellcasting to the ethical considerations of wielding arcane power.
Under the guidance of esteemed faculty members, students engage in rigorous coursework, hands-on experiments, and collaborative projects that foster critical thinking, creativity, and intellectual curiosity. From mastering complex incantations to unraveling the mysteries of ancient runes, students are encouraged to push themselves beyond their limits and strive for academic excellence.
The curriculum at Wulfram and Wayne is carefully crafted to provide a balance of theoretical study and practical application, ensuring that students develop both a deep understanding of magical theory and the practical skills necessary to wield magic responsibly. With small class sizes and personalized attention from faculty mentors, students are empowered to explore their interests, pursue their passions, and unlock their full potential as skilled practitioners of the arcane arts.
As they progress through their studies, students face increasingly challenging coursework, culminating in advanced seminars, independent research projects, and practical exams that put their magical abilities to the test. Through dedication, perseverance, and a commitment to academic excellence, students at Wulfram and Wayne emerge as confident, capable, and knowledgeable spellcasters, ready to embark on their magical journey and make their mark on the world.
== Electives ==
Whilst at Wulfram and Wayne students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in [[Classes|electives]]. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Connection to [[Abaddon]] ==
Legend has it that the origins of Wulfram and Wayne, the prestigious magical academy, are intertwined with the mysterious depths of Abaddon, the bottomless pit that lies in the outskirts of [[Geffen]]'s lands. According to ancient texts and oral traditions passed down through generations, the founders of Wulfram and Wayne, Atticus Wulfram and Matthias Wayne, were renowned adventurers and scholars who embarked on a perilous journey into the depths of Abaddon in search of lost knowledge and arcane secrets.
It is said that Wulfram and Wayne discovered ancient relics and artifacts within the depths of Abaddon, relics imbued with immense magical power and hidden knowledge. These artifacts, rumored to have been created by the ancient sea deity [[Grethis]], held the key to unlocking new realms of magical understanding and enlightenment.
Upon their return from the depths of Abaddon, Wulfram and Wayne established their magical academy, drawing upon the wisdom and insights gleaned from their expedition. They sought to create a place where aspiring magic users could study the arcane arts, delve into the mysteries of magic, and unlock the secrets of the universe.
Over the centuries, the connection between Wulfram and Wayne and Abaddon has persisted, with the academy serving as a beacon of magical knowledge and enlightenment for students from across [[Rune Midgard]]. Scholars speculate that the artifacts retrieved from Abaddon still reside within the depths of the academy, hidden away in secret chambers and arcane vaults, waiting to be discovered by those brave enough to seek them out.
Despite the dangers posed by Abaddon and the mysteries that lie within its depths, the link between Wulfram and Wayne and the bottomless pit remains a source of fascination and intrigue for generations of students and scholars, inspiring tales of adventure, discovery, and the limitless potential of magic.
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515
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2024-04-21T01:07:30Z
Dnavas
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/* Notable Areas */
wikitext
text/x-wiki
[[File:Wwaerial.png|frame|left]]
== Founding and Legacy ==
For over several hundred years, the prestigious magical academy of Wulfram and Wayne has stood as a beacon of learning and enlightenment in the realm of sorcery. Founded by the illustrious wizards [[Atticus Wulfram]] and [[Mathias Wayne]], the school has nurtured the talents of countless generations of aspiring mages, shaping them into masters of the arcane arts from the moment they disembark from [[The Skyward Serpent]]. While at the school, student's not only learn to master the arcane, but also participate in [[Wulfram and Wayne Events|events]] where they bond with fellow students.
== House System ==
Central to the school's ethos is its division into four distinct houses, each named after legendary creatures of myth and magic. Students are sorted into these houses upon their arrival at the academy, where they form lifelong bonds with their fellow housemates and engage in friendly competition and camaraderie.
* [[Auriel House]]: Represented by the graceful and ethereal fairy, Auriel House embodies the virtues of creativity, intuition, and enchantment.
* [[Rathos House]]: Symbolized by the cunning and industrious spider, Rathos House values cunning, resourcefulness, and determination.
* [[Gauthwin House]]: Adorned with the majestic and noble griffin, Gauthwin House prioritizes courage, loyalty, and strength.
* [[Olivier House]]: Represented by the wise and observant owl, Olivier House esteems wisdom, knowledge, and intellect above all else.
== Academic Excellence ==
From its humble beginnings as a small enclave of magical scholars to its present-day status as the foremost institutions of magical learning, Wulfram and Wayne has remained dedicated to its mission of fostering the next generation of magic users. Students embark on a journey of discovery and self-discovery, honing their magical talents and forging lifelong friendships that transcend the boundaries of time and space.
== Enduring Tradition ==
As the legacy of Atticus Wulfram and Matthias Wayne continues to inspire future generations of magic users, the halls of Wulfram and Wayne echo with the whispers of ancient spells and the promise of limitless potential. The school remains a cornerstone of magical education, its name synonymous with excellence and innovation in the realm of sorcery.
== Notable Areas ==
* [[Goerethal Library and Archives]]
* [[Pest Control Center]]
* [[Berringer Arena]]: Wulfrum and Wayne's arena to play the game Arcane Adversary.
== Academia ==
At Wulfram and Wayne, academic rigor is the cornerstone of magical education. Students are challenged to delve into the depths of magical theory, hone their spellcasting skills, and push the boundaries of their magical knowledge. Each one of Wulfram and Wayne's [[classes]] is designed to provide a comprehensive understanding of magical principles, from the intricacies of spellcasting to the ethical considerations of wielding arcane power.
Under the guidance of esteemed faculty members, students engage in rigorous coursework, hands-on experiments, and collaborative projects that foster critical thinking, creativity, and intellectual curiosity. From mastering complex incantations to unraveling the mysteries of ancient runes, students are encouraged to push themselves beyond their limits and strive for academic excellence.
The curriculum at Wulfram and Wayne is carefully crafted to provide a balance of theoretical study and practical application, ensuring that students develop both a deep understanding of magical theory and the practical skills necessary to wield magic responsibly. With small class sizes and personalized attention from faculty mentors, students are empowered to explore their interests, pursue their passions, and unlock their full potential as skilled practitioners of the arcane arts.
As they progress through their studies, students face increasingly challenging coursework, culminating in advanced seminars, independent research projects, and practical exams that put their magical abilities to the test. Through dedication, perseverance, and a commitment to academic excellence, students at Wulfram and Wayne emerge as confident, capable, and knowledgeable spellcasters, ready to embark on their magical journey and make their mark on the world.
== Electives ==
Whilst at Wulfram and Wayne students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in [[Classes|electives]]. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Connection to [[Abaddon]] ==
Legend has it that the origins of Wulfram and Wayne, the prestigious magical academy, are intertwined with the mysterious depths of Abaddon, the bottomless pit that lies in the outskirts of [[Geffen]]'s lands. According to ancient texts and oral traditions passed down through generations, the founders of Wulfram and Wayne, Atticus Wulfram and Matthias Wayne, were renowned adventurers and scholars who embarked on a perilous journey into the depths of Abaddon in search of lost knowledge and arcane secrets.
It is said that Wulfram and Wayne discovered ancient relics and artifacts within the depths of Abaddon, relics imbued with immense magical power and hidden knowledge. These artifacts, rumored to have been created by the ancient sea deity [[Grethis]], held the key to unlocking new realms of magical understanding and enlightenment.
Upon their return from the depths of Abaddon, Wulfram and Wayne established their magical academy, drawing upon the wisdom and insights gleaned from their expedition. They sought to create a place where aspiring magic users could study the arcane arts, delve into the mysteries of magic, and unlock the secrets of the universe.
Over the centuries, the connection between Wulfram and Wayne and Abaddon has persisted, with the academy serving as a beacon of magical knowledge and enlightenment for students from across [[Rune Midgard]]. Scholars speculate that the artifacts retrieved from Abaddon still reside within the depths of the academy, hidden away in secret chambers and arcane vaults, waiting to be discovered by those brave enough to seek them out.
Despite the dangers posed by Abaddon and the mysteries that lie within its depths, the link between Wulfram and Wayne and the bottomless pit remains a source of fascination and intrigue for generations of students and scholars, inspiring tales of adventure, discovery, and the limitless potential of magic.
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2024-04-21T15:50:39Z
Dnavas
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/* Notable Areas */
wikitext
text/x-wiki
[[File:Wwaerial.png|frame|left]]
== Founding and Legacy ==
For over several hundred years, the prestigious magical academy of Wulfram and Wayne has stood as a beacon of learning and enlightenment in the realm of sorcery. Founded by the illustrious wizards [[Atticus Wulfram]] and [[Mathias Wayne]], the school has nurtured the talents of countless generations of aspiring mages, shaping them into masters of the arcane arts from the moment they disembark from [[The Skyward Serpent]]. While at the school, student's not only learn to master the arcane, but also participate in [[Wulfram and Wayne Events|events]] where they bond with fellow students.
== House System ==
Central to the school's ethos is its division into four distinct houses, each named after legendary creatures of myth and magic. Students are sorted into these houses upon their arrival at the academy, where they form lifelong bonds with their fellow housemates and engage in friendly competition and camaraderie.
* [[Auriel House]]: Represented by the graceful and ethereal fairy, Auriel House embodies the virtues of creativity, intuition, and enchantment.
* [[Rathos House]]: Symbolized by the cunning and industrious spider, Rathos House values cunning, resourcefulness, and determination.
* [[Gauthwin House]]: Adorned with the majestic and noble griffin, Gauthwin House prioritizes courage, loyalty, and strength.
* [[Olivier House]]: Represented by the wise and observant owl, Olivier House esteems wisdom, knowledge, and intellect above all else.
== Academic Excellence ==
From its humble beginnings as a small enclave of magical scholars to its present-day status as the foremost institutions of magical learning, Wulfram and Wayne has remained dedicated to its mission of fostering the next generation of magic users. Students embark on a journey of discovery and self-discovery, honing their magical talents and forging lifelong friendships that transcend the boundaries of time and space.
== Enduring Tradition ==
As the legacy of Atticus Wulfram and Matthias Wayne continues to inspire future generations of magic users, the halls of Wulfram and Wayne echo with the whispers of ancient spells and the promise of limitless potential. The school remains a cornerstone of magical education, its name synonymous with excellence and innovation in the realm of sorcery.
== Notable Areas ==
* [[Goerethal Library and Archives]]
* [[Pest Control Center]]
* [[Berringer Arena]]: Wulfrum and Wayne's arena to play the game Arcane Adversary.
* [[Caverns of Corrosion]]
== Academia ==
At Wulfram and Wayne, academic rigor is the cornerstone of magical education. Students are challenged to delve into the depths of magical theory, hone their spellcasting skills, and push the boundaries of their magical knowledge. Each one of Wulfram and Wayne's [[classes]] is designed to provide a comprehensive understanding of magical principles, from the intricacies of spellcasting to the ethical considerations of wielding arcane power.
Under the guidance of esteemed faculty members, students engage in rigorous coursework, hands-on experiments, and collaborative projects that foster critical thinking, creativity, and intellectual curiosity. From mastering complex incantations to unraveling the mysteries of ancient runes, students are encouraged to push themselves beyond their limits and strive for academic excellence.
The curriculum at Wulfram and Wayne is carefully crafted to provide a balance of theoretical study and practical application, ensuring that students develop both a deep understanding of magical theory and the practical skills necessary to wield magic responsibly. With small class sizes and personalized attention from faculty mentors, students are empowered to explore their interests, pursue their passions, and unlock their full potential as skilled practitioners of the arcane arts.
As they progress through their studies, students face increasingly challenging coursework, culminating in advanced seminars, independent research projects, and practical exams that put their magical abilities to the test. Through dedication, perseverance, and a commitment to academic excellence, students at Wulfram and Wayne emerge as confident, capable, and knowledgeable spellcasters, ready to embark on their magical journey and make their mark on the world.
== Electives ==
Whilst at Wulfram and Wayne students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in [[Classes|electives]]. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Connection to [[Abaddon]] ==
Legend has it that the origins of Wulfram and Wayne, the prestigious magical academy, are intertwined with the mysterious depths of Abaddon, the bottomless pit that lies in the outskirts of [[Geffen]]'s lands. According to ancient texts and oral traditions passed down through generations, the founders of Wulfram and Wayne, Atticus Wulfram and Matthias Wayne, were renowned adventurers and scholars who embarked on a perilous journey into the depths of Abaddon in search of lost knowledge and arcane secrets.
It is said that Wulfram and Wayne discovered ancient relics and artifacts within the depths of Abaddon, relics imbued with immense magical power and hidden knowledge. These artifacts, rumored to have been created by the ancient sea deity [[Grethis]], held the key to unlocking new realms of magical understanding and enlightenment.
Upon their return from the depths of Abaddon, Wulfram and Wayne established their magical academy, drawing upon the wisdom and insights gleaned from their expedition. They sought to create a place where aspiring magic users could study the arcane arts, delve into the mysteries of magic, and unlock the secrets of the universe.
Over the centuries, the connection between Wulfram and Wayne and Abaddon has persisted, with the academy serving as a beacon of magical knowledge and enlightenment for students from across [[Rune Midgard]]. Scholars speculate that the artifacts retrieved from Abaddon still reside within the depths of the academy, hidden away in secret chambers and arcane vaults, waiting to be discovered by those brave enough to seek them out.
Despite the dangers posed by Abaddon and the mysteries that lie within its depths, the link between Wulfram and Wayne and the bottomless pit remains a source of fascination and intrigue for generations of students and scholars, inspiring tales of adventure, discovery, and the limitless potential of magic.
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File:Cavernsofcorrosion.png
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corrosion
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Caverns of Corrosion
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Created page with "[[File:Cavernsofcorrosion.png|frame|left]] Nestled within the dense forests enveloping the esteemed grounds of [[Wulfram and Wayne]], the Caverns of Corrosion stand as a forbidding testament to the untamed wilderness that surrounds the academy. Veiled in mystery and peril, these labyrinthine tunnels serve as a crucible of challenge and danger, testing the mettle of those brave or foolish enough to venture within. ==A Warning to the Unwary== Whispers of caution echo amo..."
wikitext
text/x-wiki
[[File:Cavernsofcorrosion.png|frame|left]]
Nestled within the dense forests enveloping the esteemed grounds of [[Wulfram and Wayne]], the Caverns of Corrosion stand as a forbidding testament to the untamed wilderness that surrounds the academy. Veiled in mystery and peril, these labyrinthine tunnels serve as a crucible of challenge and danger, testing the mettle of those brave or foolish enough to venture within.
==A Warning to the Unwary==
Whispers of caution echo among the halls of Wulfram and Wayne, as seasoned scholars and cautious mentors alike issue solemn admonitions to the academy's youngest denizens. Many a first and second-year student is sternly advised to steer clear of the caverns, their treacherous depths deemed too perilous for those yet untested by the rigors of academia and the wild.
==A Crucible of Training==
Despite its reputation as a place of danger, the Caverns of Corrosion serve a vital role as a training ground for the academy's more seasoned students. Here, amidst the twisting tunnels and shimmering caverns, fledgling scholars hone their skills in combat, navigation, and survival, pitting their wits and prowess against the myriad challenges that lurk within.
==The Crystalline Menace==
Foremost among the caverns' denizens are the crystalline beasts that stalk its shadowed recesses. These formidable creatures, their carapaces glinting with iridescent hues, are prized for the precious materials they yield—a fact not lost on the enterprising students who seek to test their mettle against such formidable adversaries.
==Beware the Spider Queen==
Of all the creatures that dwell within the Caverns of Corrosion, none evoke greater dread than the Solesa: The Spider Queen. A monstrous arachnid of unparalleled size and ferocity, she reigns supreme over her subterranean domain, her lair a web-choked labyrinth of peril and death. Those unfortunate enough to cross her path seldom return unscathed, if they return at all.
==A Bioluminescent Realm==
Within the caverns' depths, a surreal spectacle unfolds as crystalline fungi carpet the walls and bioluminescent spores dance upon the air. These ethereal illuminations cast an otherworldly glow upon the subterranean landscape, guiding wayward travelers through the twisting corridors and treacherous pitfalls that lie in wait.
==A Haven for the Wild==
Despite its dangers, the Caverns of Corrosion teem with life, harboring a diverse array of creatures both monstrous and mundane. From skittering arachnids to elusive forest spirits, the caverns' depths serve as a sanctuary for the wild and untamed, their secrets known only to those brave or foolhardy enough to seek them out.
=Beasts of the Caverns=
* [[Argiope]] = CR 2
* [[Crystal Golem]] - CR 3
* [[Dolomedes]] - CR 2
* [[Ethis]] - CR 1
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/* Beasts of the Caverns */
wikitext
text/x-wiki
[[File:Cavernsofcorrosion.png|frame|left]]
Nestled within the dense forests enveloping the esteemed grounds of [[Wulfram and Wayne]], the Caverns of Corrosion stand as a forbidding testament to the untamed wilderness that surrounds the academy. Veiled in mystery and peril, these labyrinthine tunnels serve as a crucible of challenge and danger, testing the mettle of those brave or foolish enough to venture within.
==A Warning to the Unwary==
Whispers of caution echo among the halls of Wulfram and Wayne, as seasoned scholars and cautious mentors alike issue solemn admonitions to the academy's youngest denizens. Many a first and second-year student is sternly advised to steer clear of the caverns, their treacherous depths deemed too perilous for those yet untested by the rigors of academia and the wild.
==A Crucible of Training==
Despite its reputation as a place of danger, the Caverns of Corrosion serve a vital role as a training ground for the academy's more seasoned students. Here, amidst the twisting tunnels and shimmering caverns, fledgling scholars hone their skills in combat, navigation, and survival, pitting their wits and prowess against the myriad challenges that lurk within.
==The Crystalline Menace==
Foremost among the caverns' denizens are the crystalline beasts that stalk its shadowed recesses. These formidable creatures, their carapaces glinting with iridescent hues, are prized for the precious materials they yield—a fact not lost on the enterprising students who seek to test their mettle against such formidable adversaries.
==Beware the Spider Queen==
Of all the creatures that dwell within the Caverns of Corrosion, none evoke greater dread than the Solesa: The Spider Queen. A monstrous arachnid of unparalleled size and ferocity, she reigns supreme over her subterranean domain, her lair a web-choked labyrinth of peril and death. Those unfortunate enough to cross her path seldom return unscathed, if they return at all.
==A Bioluminescent Realm==
Within the caverns' depths, a surreal spectacle unfolds as crystalline fungi carpet the walls and bioluminescent spores dance upon the air. These ethereal illuminations cast an otherworldly glow upon the subterranean landscape, guiding wayward travelers through the twisting corridors and treacherous pitfalls that lie in wait.
==A Haven for the Wild==
Despite its dangers, the Caverns of Corrosion teem with life, harboring a diverse array of creatures both monstrous and mundane. From skittering arachnids to elusive forest spirits, the caverns' depths serve as a sanctuary for the wild and untamed, their secrets known only to those brave or foolhardy enough to seek them out.
=Beasts of the Caverns=
* [[Argiope]] - CR 2
* [[Crystal Golem]] - CR 3
* [[Dolomedes]] - CR 2
* [[Ethis]] - CR 1
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Protected "[[Caverns of Corrosion]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Cavernsofcorrosion.png|frame|left]]
Nestled within the dense forests enveloping the esteemed grounds of [[Wulfram and Wayne]], the Caverns of Corrosion stand as a forbidding testament to the untamed wilderness that surrounds the academy. Veiled in mystery and peril, these labyrinthine tunnels serve as a crucible of challenge and danger, testing the mettle of those brave or foolish enough to venture within.
==A Warning to the Unwary==
Whispers of caution echo among the halls of Wulfram and Wayne, as seasoned scholars and cautious mentors alike issue solemn admonitions to the academy's youngest denizens. Many a first and second-year student is sternly advised to steer clear of the caverns, their treacherous depths deemed too perilous for those yet untested by the rigors of academia and the wild.
==A Crucible of Training==
Despite its reputation as a place of danger, the Caverns of Corrosion serve a vital role as a training ground for the academy's more seasoned students. Here, amidst the twisting tunnels and shimmering caverns, fledgling scholars hone their skills in combat, navigation, and survival, pitting their wits and prowess against the myriad challenges that lurk within.
==The Crystalline Menace==
Foremost among the caverns' denizens are the crystalline beasts that stalk its shadowed recesses. These formidable creatures, their carapaces glinting with iridescent hues, are prized for the precious materials they yield—a fact not lost on the enterprising students who seek to test their mettle against such formidable adversaries.
==Beware the Spider Queen==
Of all the creatures that dwell within the Caverns of Corrosion, none evoke greater dread than the Solesa: The Spider Queen. A monstrous arachnid of unparalleled size and ferocity, she reigns supreme over her subterranean domain, her lair a web-choked labyrinth of peril and death. Those unfortunate enough to cross her path seldom return unscathed, if they return at all.
==A Bioluminescent Realm==
Within the caverns' depths, a surreal spectacle unfolds as crystalline fungi carpet the walls and bioluminescent spores dance upon the air. These ethereal illuminations cast an otherworldly glow upon the subterranean landscape, guiding wayward travelers through the twisting corridors and treacherous pitfalls that lie in wait.
==A Haven for the Wild==
Despite its dangers, the Caverns of Corrosion teem with life, harboring a diverse array of creatures both monstrous and mundane. From skittering arachnids to elusive forest spirits, the caverns' depths serve as a sanctuary for the wild and untamed, their secrets known only to those brave or foolhardy enough to seek them out.
=Beasts of the Caverns=
* [[Argiope]] - CR 2
* [[Crystal Golem]] - CR 3
* [[Dolomedes]] - CR 2
* [[Ethis]] - CR 1
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2024-04-21T21:45:02Z
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/* Beasts of the Caverns */
wikitext
text/x-wiki
[[File:Cavernsofcorrosion.png|frame|left]]
Nestled within the dense forests enveloping the esteemed grounds of [[Wulfram and Wayne]], the Caverns of Corrosion stand as a forbidding testament to the untamed wilderness that surrounds the academy. Veiled in mystery and peril, these labyrinthine tunnels serve as a crucible of challenge and danger, testing the mettle of those brave or foolish enough to venture within.
==A Warning to the Unwary==
Whispers of caution echo among the halls of Wulfram and Wayne, as seasoned scholars and cautious mentors alike issue solemn admonitions to the academy's youngest denizens. Many a first and second-year student is sternly advised to steer clear of the caverns, their treacherous depths deemed too perilous for those yet untested by the rigors of academia and the wild.
==A Crucible of Training==
Despite its reputation as a place of danger, the Caverns of Corrosion serve a vital role as a training ground for the academy's more seasoned students. Here, amidst the twisting tunnels and shimmering caverns, fledgling scholars hone their skills in combat, navigation, and survival, pitting their wits and prowess against the myriad challenges that lurk within.
==The Crystalline Menace==
Foremost among the caverns' denizens are the crystalline beasts that stalk its shadowed recesses. These formidable creatures, their carapaces glinting with iridescent hues, are prized for the precious materials they yield—a fact not lost on the enterprising students who seek to test their mettle against such formidable adversaries.
==Beware the Spider Queen==
Of all the creatures that dwell within the Caverns of Corrosion, none evoke greater dread than the Solesa: The Spider Queen. A monstrous arachnid of unparalleled size and ferocity, she reigns supreme over her subterranean domain, her lair a web-choked labyrinth of peril and death. Those unfortunate enough to cross her path seldom return unscathed, if they return at all.
==A Bioluminescent Realm==
Within the caverns' depths, a surreal spectacle unfolds as crystalline fungi carpet the walls and bioluminescent spores dance upon the air. These ethereal illuminations cast an otherworldly glow upon the subterranean landscape, guiding wayward travelers through the twisting corridors and treacherous pitfalls that lie in wait.
==A Haven for the Wild==
Despite its dangers, the Caverns of Corrosion teem with life, harboring a diverse array of creatures both monstrous and mundane. From skittering arachnids to elusive forest spirits, the caverns' depths serve as a sanctuary for the wild and untamed, their secrets known only to those brave or foolhardy enough to seek them out.
=Beasts of the Caverns=
* [[Arculouse]] - CR 0
* [[Argiope]] - CR 2
* [[Crystal Golem]] - CR 3
* [[Dolomedes]] - CR 2
* [[Ethis]] - CR 1
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2024-04-22T00:16:31Z
Dnavas
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/* A Haven for the Wild */
wikitext
text/x-wiki
[[File:Cavernsofcorrosion.png|frame|left]]
Nestled within the dense forests enveloping the esteemed grounds of [[Wulfram and Wayne]], the Caverns of Corrosion stand as a forbidding testament to the untamed wilderness that surrounds the academy. Veiled in mystery and peril, these labyrinthine tunnels serve as a crucible of challenge and danger, testing the mettle of those brave or foolish enough to venture within.
==A Warning to the Unwary==
Whispers of caution echo among the halls of Wulfram and Wayne, as seasoned scholars and cautious mentors alike issue solemn admonitions to the academy's youngest denizens. Many a first and second-year student is sternly advised to steer clear of the caverns, their treacherous depths deemed too perilous for those yet untested by the rigors of academia and the wild.
==A Crucible of Training==
Despite its reputation as a place of danger, the Caverns of Corrosion serve a vital role as a training ground for the academy's more seasoned students. Here, amidst the twisting tunnels and shimmering caverns, fledgling scholars hone their skills in combat, navigation, and survival, pitting their wits and prowess against the myriad challenges that lurk within.
==The Crystalline Menace==
Foremost among the caverns' denizens are the crystalline beasts that stalk its shadowed recesses. These formidable creatures, their carapaces glinting with iridescent hues, are prized for the precious materials they yield—a fact not lost on the enterprising students who seek to test their mettle against such formidable adversaries.
==Beware the Spider Queen==
Of all the creatures that dwell within the Caverns of Corrosion, none evoke greater dread than the Solesa: The Spider Queen. A monstrous arachnid of unparalleled size and ferocity, she reigns supreme over her subterranean domain, her lair a web-choked labyrinth of peril and death. Those unfortunate enough to cross her path seldom return unscathed, if they return at all.
==A Bioluminescent Realm==
Within the caverns' depths, a surreal spectacle unfolds as crystalline fungi carpet the walls and bioluminescent spores dance upon the air. These ethereal illuminations cast an otherworldly glow upon the subterranean landscape, guiding wayward travelers through the twisting corridors and treacherous pitfalls that lie in wait.
==A Haven for the Wild==
Despite its dangers, the Caverns of Corrosion teem with life, harboring a diverse array of creatures both monstrous and mundane. From skittering arachnids to elusive crystalline snakes , the caverns' depths serve as a sanctuary for the wild and untamed, their secrets known only to those brave or foolhardy enough to seek them out.
=Beasts of the Caverns=
* [[Arculouse]] - CR 0
* [[Argiope]] - CR 2
* [[Crystal Golem]] - CR 3
* [[Dolomedes]] - CR 2
* [[Ethis]] - CR 1
eb7e618825f84c169945347d448490522eabc051
539
538
2024-04-22T00:16:45Z
Dnavas
2
/* A Haven for the Wild */
wikitext
text/x-wiki
[[File:Cavernsofcorrosion.png|frame|left]]
Nestled within the dense forests enveloping the esteemed grounds of [[Wulfram and Wayne]], the Caverns of Corrosion stand as a forbidding testament to the untamed wilderness that surrounds the academy. Veiled in mystery and peril, these labyrinthine tunnels serve as a crucible of challenge and danger, testing the mettle of those brave or foolish enough to venture within.
==A Warning to the Unwary==
Whispers of caution echo among the halls of Wulfram and Wayne, as seasoned scholars and cautious mentors alike issue solemn admonitions to the academy's youngest denizens. Many a first and second-year student is sternly advised to steer clear of the caverns, their treacherous depths deemed too perilous for those yet untested by the rigors of academia and the wild.
==A Crucible of Training==
Despite its reputation as a place of danger, the Caverns of Corrosion serve a vital role as a training ground for the academy's more seasoned students. Here, amidst the twisting tunnels and shimmering caverns, fledgling scholars hone their skills in combat, navigation, and survival, pitting their wits and prowess against the myriad challenges that lurk within.
==The Crystalline Menace==
Foremost among the caverns' denizens are the crystalline beasts that stalk its shadowed recesses. These formidable creatures, their carapaces glinting with iridescent hues, are prized for the precious materials they yield—a fact not lost on the enterprising students who seek to test their mettle against such formidable adversaries.
==Beware the Spider Queen==
Of all the creatures that dwell within the Caverns of Corrosion, none evoke greater dread than the Solesa: The Spider Queen. A monstrous arachnid of unparalleled size and ferocity, she reigns supreme over her subterranean domain, her lair a web-choked labyrinth of peril and death. Those unfortunate enough to cross her path seldom return unscathed, if they return at all.
==A Bioluminescent Realm==
Within the caverns' depths, a surreal spectacle unfolds as crystalline fungi carpet the walls and bioluminescent spores dance upon the air. These ethereal illuminations cast an otherworldly glow upon the subterranean landscape, guiding wayward travelers through the twisting corridors and treacherous pitfalls that lie in wait.
==A Haven for the Wild==
Despite its dangers, the Caverns of Corrosion teem with life, harboring a diverse array of creatures both monstrous and mundane. From skittering arachnids to elusive crystalline snakes, the caverns' depths serve as a sanctuary for the wild and untamed, their secrets known only to those brave or foolhardy enough to seek them out.
=Beasts of the Caverns=
* [[Arculouse]] - CR 0
* [[Argiope]] - CR 2
* [[Crystal Golem]] - CR 3
* [[Dolomedes]] - CR 2
* [[Ethis]] - CR 1
e10b320a1ab0d3549e962dd3fdf18a6e7f1d8251
541
539
2024-04-22T01:04:23Z
Dnavas
2
/* Beasts of the Caverns */
wikitext
text/x-wiki
[[File:Cavernsofcorrosion.png|frame|left]]
Nestled within the dense forests enveloping the esteemed grounds of [[Wulfram and Wayne]], the Caverns of Corrosion stand as a forbidding testament to the untamed wilderness that surrounds the academy. Veiled in mystery and peril, these labyrinthine tunnels serve as a crucible of challenge and danger, testing the mettle of those brave or foolish enough to venture within.
==A Warning to the Unwary==
Whispers of caution echo among the halls of Wulfram and Wayne, as seasoned scholars and cautious mentors alike issue solemn admonitions to the academy's youngest denizens. Many a first and second-year student is sternly advised to steer clear of the caverns, their treacherous depths deemed too perilous for those yet untested by the rigors of academia and the wild.
==A Crucible of Training==
Despite its reputation as a place of danger, the Caverns of Corrosion serve a vital role as a training ground for the academy's more seasoned students. Here, amidst the twisting tunnels and shimmering caverns, fledgling scholars hone their skills in combat, navigation, and survival, pitting their wits and prowess against the myriad challenges that lurk within.
==The Crystalline Menace==
Foremost among the caverns' denizens are the crystalline beasts that stalk its shadowed recesses. These formidable creatures, their carapaces glinting with iridescent hues, are prized for the precious materials they yield—a fact not lost on the enterprising students who seek to test their mettle against such formidable adversaries.
==Beware the Spider Queen==
Of all the creatures that dwell within the Caverns of Corrosion, none evoke greater dread than the Solesa: The Spider Queen. A monstrous arachnid of unparalleled size and ferocity, she reigns supreme over her subterranean domain, her lair a web-choked labyrinth of peril and death. Those unfortunate enough to cross her path seldom return unscathed, if they return at all.
==A Bioluminescent Realm==
Within the caverns' depths, a surreal spectacle unfolds as crystalline fungi carpet the walls and bioluminescent spores dance upon the air. These ethereal illuminations cast an otherworldly glow upon the subterranean landscape, guiding wayward travelers through the twisting corridors and treacherous pitfalls that lie in wait.
==A Haven for the Wild==
Despite its dangers, the Caverns of Corrosion teem with life, harboring a diverse array of creatures both monstrous and mundane. From skittering arachnids to elusive crystalline snakes, the caverns' depths serve as a sanctuary for the wild and untamed, their secrets known only to those brave or foolhardy enough to seek them out.
=Beasts of the Caverns=
* [[Arculouse]] - CR 0
* [[Argiope]] - CR 2
* [[Crystal Golem]] - CR 3
* [[Dolomedes]] - CR 2
* [[Ethis]] - CR 1
* [[Quartz Toad]] - CR 2
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545
541
2024-04-22T17:46:05Z
Dnavas
2
/* Beasts of the Caverns */
wikitext
text/x-wiki
[[File:Cavernsofcorrosion.png|frame|left]]
Nestled within the dense forests enveloping the esteemed grounds of [[Wulfram and Wayne]], the Caverns of Corrosion stand as a forbidding testament to the untamed wilderness that surrounds the academy. Veiled in mystery and peril, these labyrinthine tunnels serve as a crucible of challenge and danger, testing the mettle of those brave or foolish enough to venture within.
==A Warning to the Unwary==
Whispers of caution echo among the halls of Wulfram and Wayne, as seasoned scholars and cautious mentors alike issue solemn admonitions to the academy's youngest denizens. Many a first and second-year student is sternly advised to steer clear of the caverns, their treacherous depths deemed too perilous for those yet untested by the rigors of academia and the wild.
==A Crucible of Training==
Despite its reputation as a place of danger, the Caverns of Corrosion serve a vital role as a training ground for the academy's more seasoned students. Here, amidst the twisting tunnels and shimmering caverns, fledgling scholars hone their skills in combat, navigation, and survival, pitting their wits and prowess against the myriad challenges that lurk within.
==The Crystalline Menace==
Foremost among the caverns' denizens are the crystalline beasts that stalk its shadowed recesses. These formidable creatures, their carapaces glinting with iridescent hues, are prized for the precious materials they yield—a fact not lost on the enterprising students who seek to test their mettle against such formidable adversaries.
==Beware the Spider Queen==
Of all the creatures that dwell within the Caverns of Corrosion, none evoke greater dread than the Solesa: The Spider Queen. A monstrous arachnid of unparalleled size and ferocity, she reigns supreme over her subterranean domain, her lair a web-choked labyrinth of peril and death. Those unfortunate enough to cross her path seldom return unscathed, if they return at all.
==A Bioluminescent Realm==
Within the caverns' depths, a surreal spectacle unfolds as crystalline fungi carpet the walls and bioluminescent spores dance upon the air. These ethereal illuminations cast an otherworldly glow upon the subterranean landscape, guiding wayward travelers through the twisting corridors and treacherous pitfalls that lie in wait.
==A Haven for the Wild==
Despite its dangers, the Caverns of Corrosion teem with life, harboring a diverse array of creatures both monstrous and mundane. From skittering arachnids to elusive crystalline snakes, the caverns' depths serve as a sanctuary for the wild and untamed, their secrets known only to those brave or foolhardy enough to seek them out.
=Beasts of the Caverns=
* [[Arculouse]] - CR 0
* [[Argiope]] - CR 2
* [[Crystal Golem]] - CR 3
* [[Dolomedes]] - CR 2
* [[Ethis]] - CR 1
* [[Mining Mole]] - CR 2
* [[Quartz Toad]] - CR 2
c0e97d906c33ceef4a26b04fc3e01302d350c4e5
552
545
2024-04-22T18:26:04Z
Dnavas
2
/* Beasts of the Caverns */
wikitext
text/x-wiki
[[File:Cavernsofcorrosion.png|frame|left]]
Nestled within the dense forests enveloping the esteemed grounds of [[Wulfram and Wayne]], the Caverns of Corrosion stand as a forbidding testament to the untamed wilderness that surrounds the academy. Veiled in mystery and peril, these labyrinthine tunnels serve as a crucible of challenge and danger, testing the mettle of those brave or foolish enough to venture within.
==A Warning to the Unwary==
Whispers of caution echo among the halls of Wulfram and Wayne, as seasoned scholars and cautious mentors alike issue solemn admonitions to the academy's youngest denizens. Many a first and second-year student is sternly advised to steer clear of the caverns, their treacherous depths deemed too perilous for those yet untested by the rigors of academia and the wild.
==A Crucible of Training==
Despite its reputation as a place of danger, the Caverns of Corrosion serve a vital role as a training ground for the academy's more seasoned students. Here, amidst the twisting tunnels and shimmering caverns, fledgling scholars hone their skills in combat, navigation, and survival, pitting their wits and prowess against the myriad challenges that lurk within.
==The Crystalline Menace==
Foremost among the caverns' denizens are the crystalline beasts that stalk its shadowed recesses. These formidable creatures, their carapaces glinting with iridescent hues, are prized for the precious materials they yield—a fact not lost on the enterprising students who seek to test their mettle against such formidable adversaries.
==Beware the Spider Queen==
Of all the creatures that dwell within the Caverns of Corrosion, none evoke greater dread than the Solesa: The Spider Queen. A monstrous arachnid of unparalleled size and ferocity, she reigns supreme over her subterranean domain, her lair a web-choked labyrinth of peril and death. Those unfortunate enough to cross her path seldom return unscathed, if they return at all.
==A Bioluminescent Realm==
Within the caverns' depths, a surreal spectacle unfolds as crystalline fungi carpet the walls and bioluminescent spores dance upon the air. These ethereal illuminations cast an otherworldly glow upon the subterranean landscape, guiding wayward travelers through the twisting corridors and treacherous pitfalls that lie in wait.
==A Haven for the Wild==
Despite its dangers, the Caverns of Corrosion teem with life, harboring a diverse array of creatures both monstrous and mundane. From skittering arachnids to elusive crystalline snakes, the caverns' depths serve as a sanctuary for the wild and untamed, their secrets known only to those brave or foolhardy enough to seek them out.
=Beasts of the Caverns=
* [[Arculouse]] - CR 0
* [[Argiope]] - CR 2
* [[Crystal Golem]] - CR 3
* [[Dolomedes]] - CR 2
* [[Ethis]] - CR 1
* [[Mining Mole]] - CR 2
* [[Quartz Toad]] - CR 2
* [[Spore Bat]] - CR 3
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File:Dolomedes.png
6
194
520
2024-04-21T16:44:43Z
Dnavas
2
wikitext
text/x-wiki
dolomedes
49d6bb4b725c667be83af68de51752289296e6e8
Dolomedes
0
195
521
2024-04-21T16:52:06Z
Dnavas
2
Created page with "[[File:Dolomedes.png|frame|left]] Deep within the labyrinthine recesses of the Caverns of Corrosion, amidst the glistening stalactites and shimmering fungi, lurks the Dolomedes—an imposing and formidable predator that prowls the shadowed depths with lethal grace. ==A Crystal-Carapaced Terror== The Dolomedes is a creature of dread and legend, its form a monstrous fusion of arachnid grace and crystalline splendor. Towering over its prey with predatory intent, its carap..."
wikitext
text/x-wiki
[[File:Dolomedes.png|frame|left]]
Deep within the labyrinthine recesses of the Caverns of Corrosion, amidst the glistening stalactites and shimmering fungi, lurks the Dolomedes—an imposing and formidable predator that prowls the shadowed depths with lethal grace.
==A Crystal-Carapaced Terror==
The Dolomedes is a creature of dread and legend, its form a monstrous fusion of arachnid grace and crystalline splendor. Towering over its prey with predatory intent, its carapace glitters with the hues of precious gems, each facet catching the dim light of the caverns and casting dazzling reflections across the walls.
==An Ambush Predator==
Aggressive and cunning, the Dolomedes is a master of ambush tactics, lying in wait amidst the shadows of the caverns for unsuspecting intruders to stumble into its web. With lightning speed, it strikes, venomous fangs injecting a potent paralytic toxin into its prey, rendering them helpless and ripe for capture.
==A Feast for the Crystal Beast==
Once its quarry lies immobilized, the Dolomedes wastes no time in cocooning its victims in silken strands, preparing them for a fate far worse than mere death. With methodical precision, it wraps its captives in a shroud of silk, preserving them for later consumption—a grim testament to the creature's insatiable hunger and predatory cunning.
==A Prize of Precious Bounty==
Despite the dangers posed by the Dolomedes, tales of its crystalline carapace have lured many an adventurer into the depths of the caverns, their eyes alight with the promise of untold wealth and fortune. For within the jeweled exoskeleton of the Dolomedes lies a treasure beyond compare, each facet a priceless gem coveted by collectors and traders alike.
=Stat Block=
'''Dolomedes'''
<br>
''Large monstrosity, unaligned''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 45 (6d10 + 12)
<br>
'''Speed:''' 30 ft., climb 30 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 16 (+3) || 14 (+2) || 14 (+2) || 4 (-3) || 12 (+1) || 7 (-2)
|}
'''Skills:''' Stealth +4
<br>
'''Senses:''' darkvision 60 ft., tremorsense 30 ft., passive Perception 11
<br>
'''Languages:''' —
<br>
'''Spider Climb:''' The dolomedes can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
<br>
'''Paralytic Bite:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
<br>
'''Web Sense:''' While in contact with a web, the dolomedes knows the exact location of any other creature in contact with the same web.
<br>
'''Web Walker:''' The dolomedes ignores movement restrictions caused by webbing.
<br>
'''Actions'''
<br>
''Multiattack:'' The dolomedes makes two attacks: one with its bite and one with its web.
<br>
''Bite:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage.
<br>
''Web (Recharge 5-6):'' Ranged Weapon Attack: +4 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
df0c7834333074e7aa2c6ced2e8f200841f51032
522
521
2024-04-21T17:01:03Z
Dnavas
2
wikitext
text/x-wiki
[[File:Dolomedes.png|frame|left]]
Deep within the labyrinthine recesses of the [[Caverns of Corrosion]], amidst the glistening stalactites and shimmering fungi, lurks the Dolomedes—an imposing and formidable predator that prowls the shadowed depths with lethal grace.
==A Crystal-Carapaced Terror==
The Dolomedes is a creature of dread and legend, its form a monstrous fusion of arachnid grace and crystalline splendor. Towering over its prey with predatory intent, its carapace glitters with the hues of precious gems, each facet catching the dim light of the caverns and casting dazzling reflections across the walls.
==An Ambush Predator==
Aggressive and cunning, the Dolomedes is a master of ambush tactics, lying in wait amidst the shadows of the caverns for unsuspecting intruders to stumble into its web. With lightning speed, it strikes, venomous fangs injecting a potent paralytic toxin into its prey, rendering them helpless and ripe for capture.
==A Feast for the Crystal Beast==
Once its quarry lies immobilized, the Dolomedes wastes no time in cocooning its victims in silken strands, preparing them for a fate far worse than mere death. With methodical precision, it wraps its captives in a shroud of silk, preserving them for later consumption—a grim testament to the creature's insatiable hunger and predatory cunning.
==A Prize of Precious Bounty==
Despite the dangers posed by the Dolomedes, tales of its crystalline carapace have lured many an adventurer into the depths of the caverns, their eyes alight with the promise of untold wealth and fortune. For within the jeweled exoskeleton of the Dolomedes lies a treasure beyond compare, each facet a priceless gem coveted by collectors and traders alike.
=Stat Block=
'''Dolomedes'''
<br>
''Large monstrosity, unaligned''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 45 (6d10 + 12)
<br>
'''Speed:''' 30 ft., climb 30 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 16 (+3) || 14 (+2) || 14 (+2) || 4 (-3) || 12 (+1) || 7 (-2)
|}
'''Skills:''' Stealth +4
<br>
'''Senses:''' darkvision 60 ft., tremorsense 30 ft., passive Perception 11
<br>
'''Languages:''' —
<br>
'''Spider Climb:''' The dolomedes can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
<br>
'''Paralytic Bite:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
<br>
'''Web Sense:''' While in contact with a web, the dolomedes knows the exact location of any other creature in contact with the same web.
<br>
'''Web Walker:''' The dolomedes ignores movement restrictions caused by webbing.
<br>
'''Actions'''
<br>
''Multiattack:'' The dolomedes makes two attacks: one with its bite and one with its web.
<br>
''Bite:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage.
<br>
''Web (Recharge 5-6):'' Ranged Weapon Attack: +4 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
050842e24569d22d9b84043abf0386c83fd386f1
528
522
2024-04-21T17:13:31Z
Dnavas
2
Protected "[[Dolomedes]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Dolomedes.png|frame|left]]
Deep within the labyrinthine recesses of the [[Caverns of Corrosion]], amidst the glistening stalactites and shimmering fungi, lurks the Dolomedes—an imposing and formidable predator that prowls the shadowed depths with lethal grace.
==A Crystal-Carapaced Terror==
The Dolomedes is a creature of dread and legend, its form a monstrous fusion of arachnid grace and crystalline splendor. Towering over its prey with predatory intent, its carapace glitters with the hues of precious gems, each facet catching the dim light of the caverns and casting dazzling reflections across the walls.
==An Ambush Predator==
Aggressive and cunning, the Dolomedes is a master of ambush tactics, lying in wait amidst the shadows of the caverns for unsuspecting intruders to stumble into its web. With lightning speed, it strikes, venomous fangs injecting a potent paralytic toxin into its prey, rendering them helpless and ripe for capture.
==A Feast for the Crystal Beast==
Once its quarry lies immobilized, the Dolomedes wastes no time in cocooning its victims in silken strands, preparing them for a fate far worse than mere death. With methodical precision, it wraps its captives in a shroud of silk, preserving them for later consumption—a grim testament to the creature's insatiable hunger and predatory cunning.
==A Prize of Precious Bounty==
Despite the dangers posed by the Dolomedes, tales of its crystalline carapace have lured many an adventurer into the depths of the caverns, their eyes alight with the promise of untold wealth and fortune. For within the jeweled exoskeleton of the Dolomedes lies a treasure beyond compare, each facet a priceless gem coveted by collectors and traders alike.
=Stat Block=
'''Dolomedes'''
<br>
''Large monstrosity, unaligned''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 45 (6d10 + 12)
<br>
'''Speed:''' 30 ft., climb 30 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 16 (+3) || 14 (+2) || 14 (+2) || 4 (-3) || 12 (+1) || 7 (-2)
|}
'''Skills:''' Stealth +4
<br>
'''Senses:''' darkvision 60 ft., tremorsense 30 ft., passive Perception 11
<br>
'''Languages:''' —
<br>
'''Spider Climb:''' The dolomedes can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
<br>
'''Paralytic Bite:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
<br>
'''Web Sense:''' While in contact with a web, the dolomedes knows the exact location of any other creature in contact with the same web.
<br>
'''Web Walker:''' The dolomedes ignores movement restrictions caused by webbing.
<br>
'''Actions'''
<br>
''Multiattack:'' The dolomedes makes two attacks: one with its bite and one with its web.
<br>
''Bite:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) piercing damage.
<br>
''Web (Recharge 5-6):'' Ranged Weapon Attack: +4 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
050842e24569d22d9b84043abf0386c83fd386f1
File:Argiope.png
6
196
523
2024-04-21T17:06:17Z
Dnavas
2
wikitext
text/x-wiki
argiope
bde692b683e9b58afe73c0236f076b9170c9bfc9
Argiope
0
197
524
2024-04-21T17:11:49Z
Dnavas
2
Created page with "[[File:Argiope.png|frame|left]] The Argiope is a formidable creature that dwells within the depths of the [[Caverns of Corrosion]]. This large crystalline worm spends much of its time burrowing through the earth, its movements silent and unseen beneath the surface. It lies in wait, sensing vibrations from above, patiently biding its time until potential prey comes within reach. ==Behavior:== When the Argiope detects someone treading upon the ground above it, it strikes..."
wikitext
text/x-wiki
[[File:Argiope.png|frame|left]]
The Argiope is a formidable creature that dwells within the depths of the [[Caverns of Corrosion]]. This large crystalline worm spends much of its time burrowing through the earth, its movements silent and unseen beneath the surface. It lies in wait, sensing vibrations from above, patiently biding its time until potential prey comes within reach.
==Behavior:==
When the Argiope detects someone treading upon the ground above it, it strikes with startling speed and ferocity. Bursting forth from the earth, it unleashes a barrage of crystal barbs, its body covered in sharp, gleaming spines that can easily pierce through flesh and armor alike.
==Defense Mechanisms==
Its crystalline form not only serves as a form of protection but also allows it to blend seamlessly with the rocky terrain of its underground home. The Argiope's presence is often only revealed when it emerges to attack, catching its victims by surprise with its sudden and relentless assault.
==Encounters==
Encounters with an Argiope are perilous, as its sharp barbs and powerful strikes make it a formidable opponent for even the most skilled adventurers. Those who venture into the depths of the Caverns of Corrosion must tread carefully, lest they become prey for this fearsome creature of the underground.
=Stat Block=
'''Argiope'''
<br>
''Large monstrosity, unaligned''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' 45 (6d10 + 12)
<br>
'''Speed:''' 30 ft., burrow 20 ft.
<br>
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 4 (-3) 10 (+0) 5 (-3)
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 16 (+3) || 12 (+1) || 14 (+2) || 4 (-3) || 10 (+0) || 5 (-3)
|}
'''Skills:''' Perception +2
<br>
'''Senses:''' tremorsense 60 ft., passive Perception 12
<br>
'''Languages:''' —
<br>
'''Crystal Barbs:''' When the Argiope hits with its bite attack, the target must make a DC 12 Constitution saving throw, taking 9 (2d8) piercing damage on a failed save, or half as much damage on a successful one.
<br>
'''Actions'''
''Bite:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 3) piercing damage plus 5 (1d10) piercing damage from crystal barbs.
<br>
''Crystal Barrage (Recharge 5-6):'' The Argiope releases a barrage of crystal barbs in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one.
9d02d8b0571967e274a9e9ed82f3e12ead9d0f1e
525
524
2024-04-21T17:12:20Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Argiope.png|frame|left]]
The Argiope is a formidable creature that dwells within the depths of the [[Caverns of Corrosion]]. This large crystalline worm spends much of its time burrowing through the earth, its movements silent and unseen beneath the surface. It lies in wait, sensing vibrations from above, patiently biding its time until potential prey comes within reach.
==Behavior:==
When the Argiope detects someone treading upon the ground above it, it strikes with startling speed and ferocity. Bursting forth from the earth, it unleashes a barrage of crystal barbs, its body covered in sharp, gleaming spines that can easily pierce through flesh and armor alike.
==Defense Mechanisms==
Its crystalline form not only serves as a form of protection but also allows it to blend seamlessly with the rocky terrain of its underground home. The Argiope's presence is often only revealed when it emerges to attack, catching its victims by surprise with its sudden and relentless assault.
==Encounters==
Encounters with an Argiope are perilous, as its sharp barbs and powerful strikes make it a formidable opponent for even the most skilled adventurers. Those who venture into the depths of the Caverns of Corrosion must tread carefully, lest they become prey for this fearsome creature of the underground.
=Stat Block=
'''Argiope'''
<br>
''Large monstrosity, unaligned''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' 45 (6d10 + 12)
<br>
'''Speed:''' 30 ft., burrow 20 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 16 (+3) || 12 (+1) || 14 (+2) || 4 (-3) || 10 (+0) || 5 (-3)
|}
'''Skills:''' Perception +2
<br>
'''Senses:''' tremorsense 60 ft., passive Perception 12
<br>
'''Languages:''' —
<br>
'''Crystal Barbs:''' When the Argiope hits with its bite attack, the target must make a DC 12 Constitution saving throw, taking 9 (2d8) piercing damage on a failed save, or half as much damage on a successful one.
<br>
'''Actions'''
<br>
''Bite:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 3) piercing damage plus 5 (1d10) piercing damage from crystal barbs.
<br>
''Crystal Barrage (Recharge 5-6):'' The Argiope releases a barrage of crystal barbs in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one.
8c4ffd078448ba8cf1287c99a9af3d0ad5ff78bf
526
525
2024-04-21T17:13:03Z
Dnavas
2
Protected "[[Argiope]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Argiope.png|frame|left]]
The Argiope is a formidable creature that dwells within the depths of the [[Caverns of Corrosion]]. This large crystalline worm spends much of its time burrowing through the earth, its movements silent and unseen beneath the surface. It lies in wait, sensing vibrations from above, patiently biding its time until potential prey comes within reach.
==Behavior:==
When the Argiope detects someone treading upon the ground above it, it strikes with startling speed and ferocity. Bursting forth from the earth, it unleashes a barrage of crystal barbs, its body covered in sharp, gleaming spines that can easily pierce through flesh and armor alike.
==Defense Mechanisms==
Its crystalline form not only serves as a form of protection but also allows it to blend seamlessly with the rocky terrain of its underground home. The Argiope's presence is often only revealed when it emerges to attack, catching its victims by surprise with its sudden and relentless assault.
==Encounters==
Encounters with an Argiope are perilous, as its sharp barbs and powerful strikes make it a formidable opponent for even the most skilled adventurers. Those who venture into the depths of the Caverns of Corrosion must tread carefully, lest they become prey for this fearsome creature of the underground.
=Stat Block=
'''Argiope'''
<br>
''Large monstrosity, unaligned''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' 45 (6d10 + 12)
<br>
'''Speed:''' 30 ft., burrow 20 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 16 (+3) || 12 (+1) || 14 (+2) || 4 (-3) || 10 (+0) || 5 (-3)
|}
'''Skills:''' Perception +2
<br>
'''Senses:''' tremorsense 60 ft., passive Perception 12
<br>
'''Languages:''' —
<br>
'''Crystal Barbs:''' When the Argiope hits with its bite attack, the target must make a DC 12 Constitution saving throw, taking 9 (2d8) piercing damage on a failed save, or half as much damage on a successful one.
<br>
'''Actions'''
<br>
''Bite:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 3) piercing damage plus 5 (1d10) piercing damage from crystal barbs.
<br>
''Crystal Barrage (Recharge 5-6):'' The Argiope releases a barrage of crystal barbs in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one.
8c4ffd078448ba8cf1287c99a9af3d0ad5ff78bf
File:Crystalgolem.png
6
198
529
2024-04-21T21:09:44Z
Dnavas
2
wikitext
text/x-wiki
crystal golem
a7205ae006c9693773a7b9aa35f4cf76d36db339
Crystal Golem
0
199
530
2024-04-21T21:10:49Z
Dnavas
2
Created page with "[[File:Crystalgolem.png|frame|left]] The Crystal Golem is a towering monstrosity, its form composed entirely of various crystalline structures fused together. Standing over 8 feet tall, it emanates an eerie glow from within its transparent body, refracting light in dazzling patterns. Despite its inanimate appearance, the Crystal Golem possesses a semblance of sentience, driven by an unknown purpose within the depths of the [[Caverns of Corrosion]]. ==Behavior== This for..."
wikitext
text/x-wiki
[[File:Crystalgolem.png|frame|left]]
The Crystal Golem is a towering monstrosity, its form composed entirely of various crystalline structures fused together. Standing over 8 feet tall, it emanates an eerie glow from within its transparent body, refracting light in dazzling patterns. Despite its inanimate appearance, the Crystal Golem possesses a semblance of sentience, driven by an unknown purpose within the depths of the [[Caverns of Corrosion]].
==Behavior==
This formidable creature roams the caverns with heavy, echoing footsteps, its presence announced by the faint sound of crystalline shards grinding against each other. Its movements are deliberate and precise, reflecting a level of coordination and awareness uncommon for constructs of its kind. When disturbed, the Crystal Golem unleashes its wrath upon intruders, wielding its immense strength and durability to defend its territory.
==Encounters==
Encountering a Crystal Golem is a daunting prospect for any adventurer, as its crystalline composition renders it impervious to most conventional weapons. To confront such a creature is to face a formidable foe.
=Stat Block=
a4a24e41c89b85a50cdb53cd7526aeca4883a9b2
531
530
2024-04-21T21:16:44Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Crystalgolem.png|frame|left]]
The Crystal Golem is a towering monstrosity, its form composed entirely of various crystalline structures fused together. Standing over 8 feet tall, it emanates an eerie glow from within its transparent body, refracting light in dazzling patterns. Despite its inanimate appearance, the Crystal Golem possesses a semblance of sentience, driven by an unknown purpose within the depths of the [[Caverns of Corrosion]].
==Behavior==
This formidable creature roams the caverns with heavy, echoing footsteps, its presence announced by the faint sound of crystalline shards grinding against each other. Its movements are deliberate and precise, reflecting a level of coordination and awareness uncommon for constructs of its kind. When disturbed, the Crystal Golem unleashes its wrath upon intruders, wielding its immense strength and durability to defend its territory.
==Encounters==
Encountering a Crystal Golem is a daunting prospect for any adventurer, as its crystalline composition renders it impervious to most conventional weapons. To confront such a creature is to face a formidable foe.
=Stat Block=
'''Crystal Golem'''
<br>
''Large construct, unaligned''
<br>
'''Armor Class:''' 17 (natural armor)
<br>
'''Hit Points:''' 76 (9d10 + 27)
<br>
'''Speed:''' 30 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 18 (+4) || 10 (+0) || 16 (+3) || 3 (-4) || 8 (-1) || 1 (-5)
|}
'''Damage Resistances:''' Bludgeoning, Piercing, and Slashing from nonmagical attacks
<br>
'''Damage Immunities:''' Poison, Psychic
<br>
'''Condition Immunities:''' Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
<br>
'''Senses:''' Darkvision 60 ft., passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Immutable Form:''' The golem is immune to any spell or effect that would alter its form.
<br>
'''Magic Resistance:''' The golem has advantage on saving throws against spells and other magical effects.
<br>
'''Actions:'''
''Multiattack:'' The golem makes two slam attacks.
<br>
''Slam:'' Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
<br>
'''Reactions:'''
''Crystal Resilience:'' When the golem is hit by a nonmagical melee attack, it can use its reaction to grant itself resistance to all damage from that attack.
92960b903413eb4efd7f1566e5b2fd159b3dc2a8
532
531
2024-04-21T21:17:08Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Crystalgolem.png|frame|left]]
The Crystal Golem is a towering monstrosity, its form composed entirely of various crystalline structures fused together. Standing over 8 feet tall, it emanates an eerie glow from within its transparent body, refracting light in dazzling patterns. Despite its inanimate appearance, the Crystal Golem possesses a semblance of sentience, driven by an unknown purpose within the depths of the [[Caverns of Corrosion]].
==Behavior==
This formidable creature roams the caverns with heavy, echoing footsteps, its presence announced by the faint sound of crystalline shards grinding against each other. Its movements are deliberate and precise, reflecting a level of coordination and awareness uncommon for constructs of its kind. When disturbed, the Crystal Golem unleashes its wrath upon intruders, wielding its immense strength and durability to defend its territory.
==Encounters==
Encountering a Crystal Golem is a daunting prospect for any adventurer, as its crystalline composition renders it impervious to most conventional weapons. To confront such a creature is to face a formidable foe.
=Stat Block=
'''Crystal Golem'''
<br>
''Large construct, unaligned''
<br>
'''Armor Class:''' 17 (natural armor)
<br>
'''Hit Points:''' 76 (9d10 + 27)
<br>
'''Speed:''' 30 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 18 (+4) || 10 (+0) || 16 (+3) || 3 (-4) || 8 (-1) || 1 (-5)
|}
'''Damage Resistances:''' Bludgeoning, Piercing, and Slashing from nonmagical attacks
<br>
'''Damage Immunities:''' Poison, Psychic
<br>
'''Condition Immunities:''' Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
<br>
'''Senses:''' Darkvision 60 ft., passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Immutable Form:''' The golem is immune to any spell or effect that would alter its form.
<br>
'''Magic Resistance:''' The golem has advantage on saving throws against spells and other magical effects.
<br>
'''Actions:'''
<br>
''Multiattack:'' The golem makes two slam attacks.
<br>
''Slam:'' Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
<br>
'''Reactions:'''
<br>
''Crystal Resilience:'' When the golem is hit by a nonmagical melee attack, it can use its reaction to grant itself resistance to all damage from that attack.
51370e979c7ae39e4c7880ecf891ed3674045019
File:Ethis.png
6
200
533
2024-04-21T21:26:20Z
Dnavas
2
wikitext
text/x-wiki
ethis
a20d264858e28a46e22af47edba0f9fd7e37526e
Ethis
0
201
534
2024-04-21T21:37:44Z
Dnavas
2
Created page with "[[File:Ethis.png|frame|left]] The Ethis are elusive creatures dwelling within the dark depths of the [[Caverns of Corrosion]]. These large crystalline snakes, their bodies shimmering with the hues of precious gems, are known for their stealthy nature and reclusive habits. They often conceal themselves within the intricate crystal structures of the caverns, blending seamlessly with their surroundings. ==Behavior== Despite their formidable appearance, Ethis are not typica..."
wikitext
text/x-wiki
[[File:Ethis.png|frame|left]]
The Ethis are elusive creatures dwelling within the dark depths of the [[Caverns of Corrosion]]. These large crystalline snakes, their bodies shimmering with the hues of precious gems, are known for their stealthy nature and reclusive habits. They often conceal themselves within the intricate crystal structures of the caverns, blending seamlessly with their surroundings.
==Behavior==
Despite their formidable appearance, Ethis are not typically aggressive unless provoked or intruded upon. When travelers venture too close to their hiding spots, the Ethis will rise up from their concealed positions, adopting a striking stance as a warning. However, if the trespasser persists or encroaches further into their space, the Ethis will swiftly retaliate, striking with lethal precision.
==Characteristics==
Their crystalline bodies afford them a natural camouflage, making them exceedingly difficult to detect even for the most vigilant explorers. Many adventurers have fallen victim to their ambushes, their strikes paralyzing prey before it even has a chance to react.
==Hazards in the Caverns==
The presence of Ethis adds an additional layer of danger to the already treacherous Caverns of Corrosion, serving as a constant reminder of the perils lurking within its labyrinthine passages.
=Stat Block=
'''Ethis'''
<br>
''Medium monstrosity, unaligned''
<br>
'''Armor Class:''' 13 (natural armor)
<br>
'''Hit Points:''' 22 (4d8 + 4)
<br>
'''Speed:''' 30 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 14 (+2) || 14 (+2) || 13 (+1) || 2 (-4) || 12 (+1) || 6 (-2)
|}
'''Skills:''' Stealth +4
<br>
'''Senses:''' blindsight 10 ft., passive Perception 11
<br>
'''Languages:''' --
<br>
'''Actions:'''
<br>
''Bite:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Constitution saving throw or be paralyzed until the end of its next turn.
<br>
'''Traits:'''
<br>
''Camouflage:'' The Ethis has advantage on Dexterity (Stealth) checks made to hide in rocky or crystalline terrain.
1c620aaca4cd29c89c792f4402834c366af3faab
File:Arculouse.png
6
202
536
2024-04-21T21:45:52Z
Dnavas
2
wikitext
text/x-wiki
arculouse
492a1b3c4f93a21076ad673da380fffb1b70b9a2
Arculouse
0
203
537
2024-04-21T21:49:51Z
Dnavas
2
Created page with "[[File:Arculouse.png|frame|left]] Arculouse are tiny, insect-like creatures that inhabit the dark recesses of the [[Caverns of Corrosion]]. These mites feed on crystal, their tiny mandibles capable of gnawing through even the toughest mineral formations. As travelers traverse the caverns, the crystal shards and shavings that inevitably collect on their clothing and belongings serve as a beacon to the Arculouse. ==Behavior== These creatures swarm onto their unsuspecting..."
wikitext
text/x-wiki
[[File:Arculouse.png|frame|left]]
Arculouse are tiny, insect-like creatures that inhabit the dark recesses of the [[Caverns of Corrosion]]. These mites feed on crystal, their tiny mandibles capable of gnawing through even the toughest mineral formations. As travelers traverse the caverns, the crystal shards and shavings that inevitably collect on their clothing and belongings serve as a beacon to the Arculouse.
==Behavior==
These creatures swarm onto their unsuspecting prey, their primary goal being the consumption of the crystalline debris. While individually harmless, the sheer numbers in which they descend upon their target can make them a nuisance to deal with. Arculouse bites and scratches are typically minor and pose no significant threat to well-prepared adventurers. However, their relentless swarming behavior can be disconcerting, and travelers are often advised to take precautions to avoid attracting the attention of these voracious pests.
==Ecological Role==
Despite their diminutive size, the Arculouse play a crucial role in the ecosystem of the Caverns of Corrosion, serving as both scavengers and opportunistic predators in the subterranean depths.
=Stat Block=
'''Arculouse'''
<br>
''Tiny beast, unaligned''
<br>
'''Armor Class:''' 11
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 5 (-3) || 12 (+1) || 10 (+0) || 1 (-5) || 8 (-1) || 3 (-4)
|}
'''Skills:''' Perception +1
<br>
'''Senses:''' darkvision 60 ft., passive Perception 11
<br>
'''Languages:''' --
<br>
'''Traits:'''
<br>
''Swarm:'' The Arculouse can occupy another creature's space and vice versa, and the Arculouse can move through any opening large enough for a Tiny creature.
<br>
'''Actions:'''
<br>
''Bite:'' Melee Weapon Attack: +3 to hit, reach 5 ft., one target. ''Hit:'' 1 piercing damage.
c236b54af629db04f50e71d58837d82dbefae9fe
File:Crystalfroggreen.png
6
204
542
2024-04-22T01:04:45Z
Dnavas
2
wikitext
text/x-wiki
green
bc74f4f071a5a33f00ab88a6d6385b5e6638b86c
Quartz Toad
0
205
543
2024-04-22T01:10:11Z
Dnavas
2
Created page with "[[File:Crystalfroggreen.png|frame|left]] The Quartz Toad is a large amphibian creature found within the depths of the [[Caverns of Corrosion]]. Its rugged, crystalline skin glistens in the dim light of the cavern, resembling the very quartz formations that adorn the cavern walls. Despite its intimidating appearance, the Quartz Toad is not outwardly hostile towards intruders. ==Behavior== Instead of actively seeking out prey, the Quartz Toad prefers to feast upon Arcu..."
wikitext
text/x-wiki
[[File:Crystalfroggreen.png|frame|left]]
The Quartz Toad is a large amphibian creature found within the depths of the [[Caverns of Corrosion]]. Its rugged, crystalline skin glistens in the dim light of the cavern, resembling the very quartz formations that adorn the cavern walls. Despite its intimidating appearance, the Quartz Toad is not outwardly hostile towards intruders.
==Behavior==
Instead of actively seeking out prey, the Quartz Toad prefers to feast upon [[Arculouse]], the tiny crystalline mites that inhabit the cavern. However, these mites often attach themselves to travelers as they traverse the cavern, inadvertently attracting the attention of the Quartz Toad.
==Misunderstandings==
When the Quartz Toad sees travelers adorned with Arculouse, it may mistake them for a source of food and lunge at them in an attempt to feast on the mites. This can lead to misunderstandings and conflicts between the creature and adventurers who are merely passing through the caverns.
==Ecological Role==
Despite these occasional conflicts, the Quartz Toad plays a crucial role in maintaining the balance of the cavern ecosystem by controlling the population of Arculouse. Without this natural predator, the mites could overrun the caverns.
=Stat Block=
'''Quartz Toad'''
<Br>
''Large monstrosity, unaligned''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' 45 (6d10 + 12)
<br>
'''Speed:''' 30 ft., swim 30 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 16 (+3) || 10 (+0) || 15 (+2) || 2 (-4) || 10 (+0) || 5 (-3)
|}
'''Skills:''' Perception +2
<br>
'''Senses:''' passive Perception 12
<br>
'''Languages:''' --
<br>
'''Amphibious:''' The toad can breathe air and water.
<br>
'''Keen Smell:''' The toad has advantage on Wisdom (Perception) checks that rely on smell.
<br>
'''Actions'''
<br>
''Bite:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ''Hit:'' 9 (2d6 + 3) piercing damage. If the target is wearing clothing or carrying items with Arculouse attached, the toad makes this attack with advantage.
<br>
''Swallow:'' The toad makes one bite attack against a Small or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. If the toad takes 15 damage or more on a single turn from a creature inside it, the toad must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the toad. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
<br>
''Arculouse Feast (Recharge 5-6):'' The toad exhales a 15-foot cone of sticky mucus. Each creature in that area must succeed on a DC 13 Dexterity saving throw or become restrained by the mucus. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. The mucus becomes brittle and breaks away after 1 minute. The area is also considered difficult terrain for the duration.
716aae46452be51f92574efb2b55c524b7f0ca20
544
543
2024-04-22T01:14:30Z
Dnavas
2
Protected "[[Quartz Toad]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Crystalfroggreen.png|frame|left]]
The Quartz Toad is a large amphibian creature found within the depths of the [[Caverns of Corrosion]]. Its rugged, crystalline skin glistens in the dim light of the cavern, resembling the very quartz formations that adorn the cavern walls. Despite its intimidating appearance, the Quartz Toad is not outwardly hostile towards intruders.
==Behavior==
Instead of actively seeking out prey, the Quartz Toad prefers to feast upon [[Arculouse]], the tiny crystalline mites that inhabit the cavern. However, these mites often attach themselves to travelers as they traverse the cavern, inadvertently attracting the attention of the Quartz Toad.
==Misunderstandings==
When the Quartz Toad sees travelers adorned with Arculouse, it may mistake them for a source of food and lunge at them in an attempt to feast on the mites. This can lead to misunderstandings and conflicts between the creature and adventurers who are merely passing through the caverns.
==Ecological Role==
Despite these occasional conflicts, the Quartz Toad plays a crucial role in maintaining the balance of the cavern ecosystem by controlling the population of Arculouse. Without this natural predator, the mites could overrun the caverns.
=Stat Block=
'''Quartz Toad'''
<Br>
''Large monstrosity, unaligned''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' 45 (6d10 + 12)
<br>
'''Speed:''' 30 ft., swim 30 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 16 (+3) || 10 (+0) || 15 (+2) || 2 (-4) || 10 (+0) || 5 (-3)
|}
'''Skills:''' Perception +2
<br>
'''Senses:''' passive Perception 12
<br>
'''Languages:''' --
<br>
'''Amphibious:''' The toad can breathe air and water.
<br>
'''Keen Smell:''' The toad has advantage on Wisdom (Perception) checks that rely on smell.
<br>
'''Actions'''
<br>
''Bite:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ''Hit:'' 9 (2d6 + 3) piercing damage. If the target is wearing clothing or carrying items with Arculouse attached, the toad makes this attack with advantage.
<br>
''Swallow:'' The toad makes one bite attack against a Small or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. If the toad takes 15 damage or more on a single turn from a creature inside it, the toad must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the toad. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
<br>
''Arculouse Feast (Recharge 5-6):'' The toad exhales a 15-foot cone of sticky mucus. Each creature in that area must succeed on a DC 13 Dexterity saving throw or become restrained by the mucus. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. The mucus becomes brittle and breaks away after 1 minute. The area is also considered difficult terrain for the duration.
716aae46452be51f92574efb2b55c524b7f0ca20
File:Miningmole.png
6
206
546
2024-04-22T17:53:23Z
Dnavas
2
wikitext
text/x-wiki
mole
a2fff37387041f63fca6cb693eb7e5b48b1b58f5
Mining Mole
0
207
547
2024-04-22T17:54:27Z
Dnavas
2
Created page with "[[File:Miningmole.png|frame|left]] The Mining Mole is a creature trained by various entities, including black market dealers and cunning individuals, to traverse the treacherous depths of mines and caverns in search of precious jewels and minerals. These moles are prized for their ability to navigate through narrow tunnels and evade detection, making them invaluable assets to those seeking to profit from the earth's bounty. ==Appearance== Mining Moles resemble ordinary..."
wikitext
text/x-wiki
[[File:Miningmole.png|frame|left]]
The Mining Mole is a creature trained by various entities, including black market dealers and cunning individuals, to traverse the treacherous depths of mines and caverns in search of precious jewels and minerals. These moles are prized for their ability to navigate through narrow tunnels and evade detection, making them invaluable assets to those seeking to profit from the earth's bounty.
==Appearance==
Mining Moles resemble ordinary moles in size and shape, but their fur often takes on a darker hue to blend in with their subterranean surroundings. They have sharp claws and keen senses, allowing them to navigate through the darkness with ease.
==Behavior==
Mining Moles are trained to retrieve valuable minerals such as gems, ores, and precious metals from deep within the earth. They use their keen sense of smell to locate these treasures and their sharp claws to extract them from the rock. Once they have collected their loot, they return to their handlers to deliver the goods.
==Combat==
While not inherently aggressive, Mining Moles will defend themselves if threatened. They rely on their agility and cunning to evade attackers, using their sharp claws to strike back if necessary. Despite their small size, they can be formidable opponents, especially in the cramped confines of a mine shaft or cavern.
==Role in the Ecosystem==
Mining Moles play a unique role in the ecosystem of mines and caverns, serving as both scavengers and prey. Their ability to unearth valuable minerals contributes to the economy of the region, while their presence also attracts adventurers and opportunists seeking to claim their treasures for themselves.
==Interaction with Adventurers==
Adventurers may encounter Mining Moles while exploring mines or caverns in search of riches. While some may see them as valuable sources of loot, others may view them as pests to be eliminated. Regardless of their intentions, adventurers should proceed with caution when dealing with Mining Moles, as they are resourceful creatures capable of defending themselves against even the most determined foes.
=Stat Block=
ee57f7ebfd3557f2658092daf0d942eb23d256df
548
547
2024-04-22T17:59:15Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Miningmole.png|frame|left]]
The Mining Mole is a creature trained by various entities, including black market dealers and cunning individuals, to traverse the treacherous depths of mines and caverns in search of precious jewels and minerals. These moles are prized for their ability to navigate through narrow tunnels and evade detection, making them invaluable assets to those seeking to profit from the earth's bounty.
==Appearance==
Mining Moles resemble ordinary moles in size and shape, but their fur often takes on a darker hue to blend in with their subterranean surroundings. They have sharp claws and keen senses, allowing them to navigate through the darkness with ease.
==Behavior==
Mining Moles are trained to retrieve valuable minerals such as gems, ores, and precious metals from deep within the earth. They use their keen sense of smell to locate these treasures and their sharp claws to extract them from the rock. Once they have collected their loot, they return to their handlers to deliver the goods.
==Combat==
While not inherently aggressive, Mining Moles will defend themselves if threatened. They rely on their agility and cunning to evade attackers, using their sharp claws to strike back if necessary. Despite their small size, they can be formidable opponents, especially in the cramped confines of a mine shaft or cavern.
==Role in the Ecosystem==
Mining Moles play a unique role in the ecosystem of mines and caverns, serving as both scavengers and prey. Their ability to unearth valuable minerals contributes to the economy of the region, while their presence also attracts adventurers and opportunists seeking to claim their treasures for themselves.
==Interaction with Adventurers==
Adventurers may encounter Mining Moles while exploring mines or caverns in search of riches. While some may see them as valuable sources of loot, others may view them as pests to be eliminated. Regardless of their intentions, adventurers should proceed with caution when dealing with Mining Moles, as they are resourceful creatures capable of defending themselves against even the most determined foes.
=Stat Block=
'''Mining Mole'''
<br>
''Small beast, unaligned''
<br>
'''Armor Class:''' 13 (natural armor)
<br>
'''Hit Points:''' 22 (5d6 + 5)
<br>
'''Speed:''' 30 ft., burrow 10 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 10 (+0) || 16 (+3) || 12 (+1) || 4 (-3) || 10 (+0) || 6 (-2)
|}
'''Skills:''' Stealth +5
<br>
'''Senses:''' darkvision 60 ft., passive Perception 10
<br>
'''Languages:''' --
<br>
'''Keen Smell:''' The mining mole has advantage on Wisdom (Perception) checks that rely on smell.
<br>
'''Evasion:''' When the mining mole is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
<br>
'''Actions''''
<br>
''Multiattack:'' The mining mole makes two attacks: one with its bite and one with its claws.
<br>
''Bite:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6 + 3) piercing damage.
<br>
''Claws:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
366d779ddb8f55574cc5cb16f53d4f94418c294f
549
548
2024-04-22T17:59:40Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Miningmole.png|frame|left]]
The Mining Mole is a creature trained by various entities, including black market dealers and cunning individuals, to traverse the treacherous depths of mines and caverns in search of precious jewels and minerals. These moles are prized for their ability to navigate through narrow tunnels and evade detection, making them invaluable assets to those seeking to profit from the earth's bounty.
==Appearance==
Mining Moles resemble ordinary moles in size and shape, but their fur often takes on a darker hue to blend in with their subterranean surroundings. They have sharp claws and keen senses, allowing them to navigate through the darkness with ease.
==Behavior==
Mining Moles are trained to retrieve valuable minerals such as gems, ores, and precious metals from deep within the earth. They use their keen sense of smell to locate these treasures and their sharp claws to extract them from the rock. Once they have collected their loot, they return to their handlers to deliver the goods.
==Combat==
While not inherently aggressive, Mining Moles will defend themselves if threatened. They rely on their agility and cunning to evade attackers, using their sharp claws to strike back if necessary. Despite their small size, they can be formidable opponents, especially in the cramped confines of a mine shaft or cavern.
==Role in the Ecosystem==
Mining Moles play a unique role in the ecosystem of mines and caverns, serving as both scavengers and prey. Their ability to unearth valuable minerals contributes to the economy of the region, while their presence also attracts adventurers and opportunists seeking to claim their treasures for themselves.
==Interaction with Adventurers==
Adventurers may encounter Mining Moles while exploring mines or caverns in search of riches. While some may see them as valuable sources of loot, others may view them as pests to be eliminated. Regardless of their intentions, adventurers should proceed with caution when dealing with Mining Moles, as they are resourceful creatures capable of defending themselves against even the most determined foes.
=Stat Block=
'''Mining Mole'''
<br>
''Small beast, unaligned''
<br>
'''Armor Class:''' 13 (natural armor)
<br>
'''Hit Points:''' 22 (5d6 + 5)
<br>
'''Speed:''' 30 ft., burrow 10 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 10 (+0) || 16 (+3) || 12 (+1) || 4 (-3) || 10 (+0) || 6 (-2)
|}
'''Skills:''' Stealth +5
<br>
'''Senses:''' darkvision 60 ft., passive Perception 10
<br>
'''Languages:''' --
<br>
'''Keen Smell:''' The mining mole has advantage on Wisdom (Perception) checks that rely on smell.
<br>
'''Evasion:''' When the mining mole is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
<br>
'''Actions'''
<br>
''Multiattack:'' The mining mole makes two attacks: one with its bite and one with its claws.
<br>
''Bite:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6 + 3) piercing damage.
<br>
''Claws:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
db1c8e1807095796dc62725f75a76ed5861cd672
550
549
2024-04-22T18:00:25Z
Dnavas
2
wikitext
text/x-wiki
[[File:Miningmole.png|frame|left]]
The Mining Mole is a creature trained by various entities, including black market dealers and cunning individuals, to traverse the treacherous depths of mines and caverns in search of precious jewels and minerals. Most recently they've been spotted going in and out of the [[Caverns of Corrosion]]. These moles are prized for their ability to navigate through narrow tunnels and evade detection, making them invaluable assets to those seeking to profit from the earth's bounty.
==Appearance==
Mining Moles resemble ordinary moles in size and shape, but their fur often takes on a darker hue to blend in with their subterranean surroundings. They have sharp claws and keen senses, allowing them to navigate through the darkness with ease.
==Behavior==
Mining Moles are trained to retrieve valuable minerals such as gems, ores, and precious metals from deep within the earth. They use their keen sense of smell to locate these treasures and their sharp claws to extract them from the rock. Once they have collected their loot, they return to their handlers to deliver the goods.
==Combat==
While not inherently aggressive, Mining Moles will defend themselves if threatened. They rely on their agility and cunning to evade attackers, using their sharp claws to strike back if necessary. Despite their small size, they can be formidable opponents, especially in the cramped confines of a mine shaft or cavern.
==Role in the Ecosystem==
Mining Moles play a unique role in the ecosystem of mines and caverns, serving as both scavengers and prey. Their ability to unearth valuable minerals contributes to the economy of the region, while their presence also attracts adventurers and opportunists seeking to claim their treasures for themselves.
==Interaction with Adventurers==
Adventurers may encounter Mining Moles while exploring mines or caverns in search of riches. While some may see them as valuable sources of loot, others may view them as pests to be eliminated. Regardless of their intentions, adventurers should proceed with caution when dealing with Mining Moles, as they are resourceful creatures capable of defending themselves against even the most determined foes.
=Stat Block=
'''Mining Mole'''
<br>
''Small beast, unaligned''
<br>
'''Armor Class:''' 13 (natural armor)
<br>
'''Hit Points:''' 22 (5d6 + 5)
<br>
'''Speed:''' 30 ft., burrow 10 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 10 (+0) || 16 (+3) || 12 (+1) || 4 (-3) || 10 (+0) || 6 (-2)
|}
'''Skills:''' Stealth +5
<br>
'''Senses:''' darkvision 60 ft., passive Perception 10
<br>
'''Languages:''' --
<br>
'''Keen Smell:''' The mining mole has advantage on Wisdom (Perception) checks that rely on smell.
<br>
'''Evasion:''' When the mining mole is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
<br>
'''Actions'''
<br>
''Multiattack:'' The mining mole makes two attacks: one with its bite and one with its claws.
<br>
''Bite:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6 + 3) piercing damage.
<br>
''Claws:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
9ec15a2a6a68c5841f42e1e2956a89fa5be95e28
551
550
2024-04-22T18:00:38Z
Dnavas
2
Protected "[[Mining Mole]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Miningmole.png|frame|left]]
The Mining Mole is a creature trained by various entities, including black market dealers and cunning individuals, to traverse the treacherous depths of mines and caverns in search of precious jewels and minerals. Most recently they've been spotted going in and out of the [[Caverns of Corrosion]]. These moles are prized for their ability to navigate through narrow tunnels and evade detection, making them invaluable assets to those seeking to profit from the earth's bounty.
==Appearance==
Mining Moles resemble ordinary moles in size and shape, but their fur often takes on a darker hue to blend in with their subterranean surroundings. They have sharp claws and keen senses, allowing them to navigate through the darkness with ease.
==Behavior==
Mining Moles are trained to retrieve valuable minerals such as gems, ores, and precious metals from deep within the earth. They use their keen sense of smell to locate these treasures and their sharp claws to extract them from the rock. Once they have collected their loot, they return to their handlers to deliver the goods.
==Combat==
While not inherently aggressive, Mining Moles will defend themselves if threatened. They rely on their agility and cunning to evade attackers, using their sharp claws to strike back if necessary. Despite their small size, they can be formidable opponents, especially in the cramped confines of a mine shaft or cavern.
==Role in the Ecosystem==
Mining Moles play a unique role in the ecosystem of mines and caverns, serving as both scavengers and prey. Their ability to unearth valuable minerals contributes to the economy of the region, while their presence also attracts adventurers and opportunists seeking to claim their treasures for themselves.
==Interaction with Adventurers==
Adventurers may encounter Mining Moles while exploring mines or caverns in search of riches. While some may see them as valuable sources of loot, others may view them as pests to be eliminated. Regardless of their intentions, adventurers should proceed with caution when dealing with Mining Moles, as they are resourceful creatures capable of defending themselves against even the most determined foes.
=Stat Block=
'''Mining Mole'''
<br>
''Small beast, unaligned''
<br>
'''Armor Class:''' 13 (natural armor)
<br>
'''Hit Points:''' 22 (5d6 + 5)
<br>
'''Speed:''' 30 ft., burrow 10 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 10 (+0) || 16 (+3) || 12 (+1) || 4 (-3) || 10 (+0) || 6 (-2)
|}
'''Skills:''' Stealth +5
<br>
'''Senses:''' darkvision 60 ft., passive Perception 10
<br>
'''Languages:''' --
<br>
'''Keen Smell:''' The mining mole has advantage on Wisdom (Perception) checks that rely on smell.
<br>
'''Evasion:''' When the mining mole is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
<br>
'''Actions'''
<br>
''Multiattack:'' The mining mole makes two attacks: one with its bite and one with its claws.
<br>
''Bite:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6 + 3) piercing damage.
<br>
''Claws:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ''Hit:'' 5 (1d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
9ec15a2a6a68c5841f42e1e2956a89fa5be95e28
File:Sporebat.png
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208
553
2024-04-22T18:30:50Z
Dnavas
2
wikitext
text/x-wiki
bat
9b64d4ad2ee2fb847c0d7c96a9480b183cafd31b
Spore Bat
0
209
554
2024-04-22T18:35:57Z
Dnavas
2
Created page with "[[File:Sporebat.png|frame|left]] The Spore Bat lurks in the depths of caverns and caves, particularly favoring dank environments rich in fungi and bioluminescent spores. Found abundantly within the [[Caverns of Corrosion]], these creatures have adapted to feast upon the fungal growths that thrive in the subterranean darkness. Resembling fungus themselves, their wings and skin are mottled with putrid shades of browns and greens, while fungal growths adorn their bodies. T..."
wikitext
text/x-wiki
[[File:Sporebat.png|frame|left]]
The Spore Bat lurks in the depths of caverns and caves, particularly favoring dank environments rich in fungi and bioluminescent spores. Found abundantly within the [[Caverns of Corrosion]], these creatures have adapted to feast upon the fungal growths that thrive in the subterranean darkness. Resembling fungus themselves, their wings and skin are mottled with putrid shades of browns and greens, while fungal growths adorn their bodies.
The Spore Bat is a host to a parasitic organism that has commandeered its body and mind, driving it to aggressive behavior towards intruders in its territory. Though they may appear sluggish due to the fungal infestation, these creatures possess surprising agility and ferocity when provoked.
==Appearance==
The Spore Bat's body is covered in a thick layer of fungus, with patches of bioluminescent spores clinging to its wings and skin. Its eyes glow with an eerie green light, reflecting its parasitic nature.
==Behavior==
Spore Bats are fiercely territorial and will aggressively defend their hunting grounds from intruders. They are known to attack with surprising speed and ferocity, using their sharp claws and teeth to incapacitate prey.
==Threat Level==
Moderate. While individually not incredibly dangerous, Spore Bats can pose a threat to unprepared adventurers due to their aggressive behavior and surprising speed in combat. Additionally, their parasitic nature adds an element of unpredictability to their actions.
=Stat Block=
'''Spore Bat'''
<br>
''Medium aberration, neutral evil''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' 45 (6d8 + 18)
<br>
'''Speed:''' 30 ft., fly 60 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 12 (+1) || 16 (+3) || 16 (+3) || 10 (+0) || 12 (+1) || 8 (-1)
|}
'''Skills:''' Stealth +5
<br>
'''Senses:''' darkvision 60 ft., passive Perception 11
<br>
'''Languages:''' understands Common but can't speak
<br>
'''Fungal Infestation:''' The Spore Bat is host to a parasitic organism that grants it resistance to poison damage.
<br>
'''Bioluminescent Spores:''' As an action, the Spore Bat can release a cloud of bioluminescent spores, creating an area of dim light within a 10-foot radius centered on itself. This light lasts for 1 minute.
<br>
'''Agile Attack:''' The Spore Bat makes two attacks: one with its bite and one with its claws.
<br>
'''Actions:'''
<br>
''Bite:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage.
<br>
''Claws:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ''Hit:'' 8 (2d4 + 3) slashing damage.
<br>
'''Reactions:''
<br>
''Dodge:'' When a creature the Spore Bat can see targets it with an attack, the Spore Bat can use its reaction to impose disadvantage on the attack roll.
3f4f3f1245f169aca2ada2712ec79507212b8dc2
555
554
2024-04-22T18:36:17Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Sporebat.png|frame|left]]
The Spore Bat lurks in the depths of caverns and caves, particularly favoring dank environments rich in fungi and bioluminescent spores. Found abundantly within the [[Caverns of Corrosion]], these creatures have adapted to feast upon the fungal growths that thrive in the subterranean darkness. Resembling fungus themselves, their wings and skin are mottled with putrid shades of browns and greens, while fungal growths adorn their bodies.
The Spore Bat is a host to a parasitic organism that has commandeered its body and mind, driving it to aggressive behavior towards intruders in its territory. Though they may appear sluggish due to the fungal infestation, these creatures possess surprising agility and ferocity when provoked.
==Appearance==
The Spore Bat's body is covered in a thick layer of fungus, with patches of bioluminescent spores clinging to its wings and skin. Its eyes glow with an eerie green light, reflecting its parasitic nature.
==Behavior==
Spore Bats are fiercely territorial and will aggressively defend their hunting grounds from intruders. They are known to attack with surprising speed and ferocity, using their sharp claws and teeth to incapacitate prey.
==Threat Level==
Moderate. While individually not incredibly dangerous, Spore Bats can pose a threat to unprepared adventurers due to their aggressive behavior and surprising speed in combat. Additionally, their parasitic nature adds an element of unpredictability to their actions.
=Stat Block=
'''Spore Bat'''
<br>
''Medium aberration, neutral evil''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' 45 (6d8 + 18)
<br>
'''Speed:''' 30 ft., fly 60 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 12 (+1) || 16 (+3) || 16 (+3) || 10 (+0) || 12 (+1) || 8 (-1)
|}
'''Skills:''' Stealth +5
<br>
'''Senses:''' darkvision 60 ft., passive Perception 11
<br>
'''Languages:''' understands Common but can't speak
<br>
'''Fungal Infestation:''' The Spore Bat is host to a parasitic organism that grants it resistance to poison damage.
<br>
'''Bioluminescent Spores:''' As an action, the Spore Bat can release a cloud of bioluminescent spores, creating an area of dim light within a 10-foot radius centered on itself. This light lasts for 1 minute.
<br>
'''Agile Attack:''' The Spore Bat makes two attacks: one with its bite and one with its claws.
<br>
'''Actions:'''
<br>
''Bite:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage.
<br>
''Claws:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ''Hit:'' 8 (2d4 + 3) slashing damage.
<br>
'''Reactions:'''
<br>
''Dodge:'' When a creature the Spore Bat can see targets it with an attack, the Spore Bat can use its reaction to impose disadvantage on the attack roll.
b88c6a7bb778c60c6416cecea167dedc74f91f11
File:Sporebat2.png
6
210
556
2024-04-22T18:38:14Z
Dnavas
2
wikitext
text/x-wiki
bat2
9dd40321998eae83b40b32548037c293fa2a580b
Spore Bat
0
209
557
555
2024-04-22T18:38:27Z
Dnavas
2
wikitext
text/x-wiki
[[File:Sporebat2.png|frame|left]]
The Spore Bat lurks in the depths of caverns and caves, particularly favoring dank environments rich in fungi and bioluminescent spores. Found abundantly within the [[Caverns of Corrosion]], these creatures have adapted to feast upon the fungal growths that thrive in the subterranean darkness. Resembling fungus themselves, their wings and skin are mottled with putrid shades of browns and greens, while fungal growths adorn their bodies.
The Spore Bat is a host to a parasitic organism that has commandeered its body and mind, driving it to aggressive behavior towards intruders in its territory. Though they may appear sluggish due to the fungal infestation, these creatures possess surprising agility and ferocity when provoked.
==Appearance==
The Spore Bat's body is covered in a thick layer of fungus, with patches of bioluminescent spores clinging to its wings and skin. Its eyes glow with an eerie green light, reflecting its parasitic nature.
==Behavior==
Spore Bats are fiercely territorial and will aggressively defend their hunting grounds from intruders. They are known to attack with surprising speed and ferocity, using their sharp claws and teeth to incapacitate prey.
==Threat Level==
Moderate. While individually not incredibly dangerous, Spore Bats can pose a threat to unprepared adventurers due to their aggressive behavior and surprising speed in combat. Additionally, their parasitic nature adds an element of unpredictability to their actions.
=Stat Block=
'''Spore Bat'''
<br>
''Medium aberration, neutral evil''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' 45 (6d8 + 18)
<br>
'''Speed:''' 30 ft., fly 60 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 12 (+1) || 16 (+3) || 16 (+3) || 10 (+0) || 12 (+1) || 8 (-1)
|}
'''Skills:''' Stealth +5
<br>
'''Senses:''' darkvision 60 ft., passive Perception 11
<br>
'''Languages:''' understands Common but can't speak
<br>
'''Fungal Infestation:''' The Spore Bat is host to a parasitic organism that grants it resistance to poison damage.
<br>
'''Bioluminescent Spores:''' As an action, the Spore Bat can release a cloud of bioluminescent spores, creating an area of dim light within a 10-foot radius centered on itself. This light lasts for 1 minute.
<br>
'''Agile Attack:''' The Spore Bat makes two attacks: one with its bite and one with its claws.
<br>
'''Actions:'''
<br>
''Bite:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage.
<br>
''Claws:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ''Hit:'' 8 (2d4 + 3) slashing damage.
<br>
'''Reactions:'''
<br>
''Dodge:'' When a creature the Spore Bat can see targets it with an attack, the Spore Bat can use its reaction to impose disadvantage on the attack roll.
6dfcab3250dc8d0eee2abbd8cae3ec338990c252
558
557
2024-04-22T18:38:50Z
Dnavas
2
Protected "[[Spore Bat]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Sporebat2.png|frame|left]]
The Spore Bat lurks in the depths of caverns and caves, particularly favoring dank environments rich in fungi and bioluminescent spores. Found abundantly within the [[Caverns of Corrosion]], these creatures have adapted to feast upon the fungal growths that thrive in the subterranean darkness. Resembling fungus themselves, their wings and skin are mottled with putrid shades of browns and greens, while fungal growths adorn their bodies.
The Spore Bat is a host to a parasitic organism that has commandeered its body and mind, driving it to aggressive behavior towards intruders in its territory. Though they may appear sluggish due to the fungal infestation, these creatures possess surprising agility and ferocity when provoked.
==Appearance==
The Spore Bat's body is covered in a thick layer of fungus, with patches of bioluminescent spores clinging to its wings and skin. Its eyes glow with an eerie green light, reflecting its parasitic nature.
==Behavior==
Spore Bats are fiercely territorial and will aggressively defend their hunting grounds from intruders. They are known to attack with surprising speed and ferocity, using their sharp claws and teeth to incapacitate prey.
==Threat Level==
Moderate. While individually not incredibly dangerous, Spore Bats can pose a threat to unprepared adventurers due to their aggressive behavior and surprising speed in combat. Additionally, their parasitic nature adds an element of unpredictability to their actions.
=Stat Block=
'''Spore Bat'''
<br>
''Medium aberration, neutral evil''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' 45 (6d8 + 18)
<br>
'''Speed:''' 30 ft., fly 60 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 12 (+1) || 16 (+3) || 16 (+3) || 10 (+0) || 12 (+1) || 8 (-1)
|}
'''Skills:''' Stealth +5
<br>
'''Senses:''' darkvision 60 ft., passive Perception 11
<br>
'''Languages:''' understands Common but can't speak
<br>
'''Fungal Infestation:''' The Spore Bat is host to a parasitic organism that grants it resistance to poison damage.
<br>
'''Bioluminescent Spores:''' As an action, the Spore Bat can release a cloud of bioluminescent spores, creating an area of dim light within a 10-foot radius centered on itself. This light lasts for 1 minute.
<br>
'''Agile Attack:''' The Spore Bat makes two attacks: one with its bite and one with its claws.
<br>
'''Actions:'''
<br>
''Bite:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ''Hit:'' 6 (1d6 + 3) piercing damage plus 3 (1d6) poison damage.
<br>
''Claws:'' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. ''Hit:'' 8 (2d4 + 3) slashing damage.
<br>
'''Reactions:'''
<br>
''Dodge:'' When a creature the Spore Bat can see targets it with an attack, the Spore Bat can use its reaction to impose disadvantage on the attack roll.
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Classes
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2024-04-23T12:55:50Z
Dnavas
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wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
= Introduction to Mana Manipulation =
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Principles of Elemental Magic =
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:''' Alderian Bradburn
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Enchantment and Illusion: Mastering the Art =
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:''' Lysandra Otto
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
= Alchemy and Potion Brewing =
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:''' Garrick Greer
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
= Magical Creatures and Beast Lore =
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:''' Cicero Holden
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
= Runic Inscriptions and Glyph Crafting =
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:''' Rowena Upton
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier +3 (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains +2 to their AC as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 2d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* They gain advantage on saving throws against being paralyzed, petrified, or restrained.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 25 feet away from them.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Divination & Celestial Magic =
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
A course exploring unique spellcasting methods, magical theory, and arcane rituals.
<br>
'''Professor:''' Isolde Howell
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
= Theoretical Studies in Transmutation =
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:''' Lyra Graves
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
= Artifacts and Relics: Unlocking Their Power =
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:''' Orion Faintree
<br>
'''Race:'''
<br>
[[File:Arcaneconduit.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Arcane Conduit
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You tap into the latent power of magical artifacts, summoning forth their essence to aid you in your endeavors. Choose one of the following artifacts when you cast this spell:
<br>
# '''Scepter of Brilliance:''' A radiant glow emanates from your hand, casting bright light in a 10-foot radius and dim light for an additional 10 feet. All allies within the radius gain advantage on their next attack roll.
# '''Amulet of Warding:''' A shimmering shield materializes around you, providing temporary hit points equal to your spellcasting ability modifier to yourself and all allies within 10 feet of you.
# '''Blade of Binding:''' A spectral sword appears in your hand, granting you a +1 bonus to attack and damage rolls. On a hit, the target must succeed on a Wisdom saving throw or be restrained until the start of your next turn.
# '''Cauldron of Chaos:''' You summon a swirling vortex of arcane energy, centered on a point within 30 feet of you. Each creature of your choice within a 10-foot radius of the point must make a Dexterity saving throw or take 2d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once you have chosen an artifact, its effect persists for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Reliquary.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Reliquary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of a broken artifact)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the mystical energies of ancient artifacts, summoning forth one of four relics at random to aid you in combat. Roll a d4 and consult the following list to determine which relic manifests:
<br>
# '''Shield of Sentinel:''' A shimmering shield of magical energy materializes in your hand, granting you a +2 bonus to AC until the end of your next turn. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
# '''Sword of Searing Light:''' A radiant longsword appears in your grasp, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. You can use your action to make a melee spell attack with the sword, dealing 2d8 radiant damage on a hit.
# '''Cloak of Shadows:''' A billowing cloak of darkness envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks until the end of your next turn.
# '''Orb of Arcane Amplification:''' An orb crackling with arcane energy hovers before you, pulsating with power. You can use your action to release a blast of magical energy in a 15-foot cone originating from the orb. Each creature in the area must make a Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once summoned, the chosen relic remains in existence for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Relicrecall.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Relic Recall
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small gemstone worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || By channeling the latent magical energies within your being, you invoke the power of ancient artifacts, sacrificing your lower-tier spells for access to potent relics. As you cast this spell, you must sacrifice all your remaining 1st-level spell slots.
<br>
Upon doing so, choose one of four powerful relics to manifest:
<br>
# '''Spellweaver's Wand:''' A masterfully crafted wand pulsating with arcane energy appears in your hand. While wielding this wand, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the magic missile spell (1st level) without expending a spell slot, targeting up to three creatures of your choice within range.
# '''Staff of the Celestial Sage:''' A staff adorned with celestial symbols materializes before you. While wielding this staff, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the cure wounds spell (1st level) without expending a spell slot, using your spellcasting ability modifier for healing.
# '''Cloak of the Ethereal Traveler:''' A billowing cloak woven from shadowstuff envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks. Additionally, you can use your action to become ethereal until the end of your next turn, allowing you to move through creatures and objects as if they were difficult terrain.
# '''Orb of the Elemental Magus:''' A swirling orb crackling with elemental energy forms above your outstretched hand. While holding this orb, you gain resistance to acid, cold, fire, lightning, or thunder damage (your choice). Additionally, you can use your action to cast the chromatic orb spell (1st level) without expending a spell slot, choosing the damage type when you cast it.
<br>
Once you choose a relic, it remains in your possession for the duration of the spell or until you dismiss it as a bonus action. If you lose concentration before the spell ends, the relic vanishes, and the spell slot sacrifices are lost.
|-
|}
= Magical Ethics and Moral Philosophy =
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:''' Lucian Archer
<br>
'''Race:'''
[[File:Principlesofethics.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Principles of Ethical Magic
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You attune your senses to the ethical implications of magical actions. For the duration, you gain the ability to detect moral conflicts or ethical dilemmas related to magic use within 30 feet of you. This sense allows you to discern whether a particular course of magical action could potentially harm innocent creatures, violate ethical principles, or have negative consequences. The DM will side-bar with you what you've been able to deduce.
<br>
Examples of ethical implications in magic use include:
<br>
# '''Harming Innocents:''' Using magic that causes harm to innocent creatures or bystanders without just cause.
# '''Manipulating Minds:''' Employing spells that manipulate or coerce the minds of others without their consent.
# '''Violating Consent:''' Casting spells that invade the privacy or violate the consent of individuals, such as scrying or charm spells.
# '''Unintended Consequences:''' Ignoring the potential unintended consequences of magical actions, such as creating harmful environmental effects or unleashing dangerous entities.
# '''Discriminatory Practices:''' Employing magic in ways that perpetuate discrimination, prejudice, or oppression against certain groups or individuals.
# '''Environmental Impact:''' Using magic that causes long-term damage to the environment or disrupts natural ecosystems.
# '''Disrupting Balance:''' Manipulating magical forces in a way that disrupts the natural balance of the world or the cosmic order.
# '''Exploiting Vulnerabilities:''' Exploiting vulnerabilities or weaknesses in others for personal gain or advantage through magical means.
# '''Ethical Research:''' Conducting magical research or experimentation without proper ethical considerations, potentially causing harm to subjects or ecosystems.
# '''Sacrificing Morality:''' Engaging in practices that require sacrificing one's own morality or ethical principles for the sake of power or knowledge.
<br>
Additionally, you gain advantage on Intelligence (Arcana) checks made to determine the ethical implications of a specific magical effect, item, or action.
|-
|}
<br>
[[File:Ethicafortitude.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Ethical Fortitude
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You project a powerful aura of ethical fortitude that enhances your charisma and moral influence. For the duration, your charisma score increases by 3, and you gain advantage on Charisma checks and saving throws.
<br>
This spell instills a deep sense of ethical conviction in the caster, amplifying their ability to inspire others and sway opinions through persuasive speech and moral leadership. It is often employed by leaders, diplomats, and advocates for justice who seek to rally support for noble causes and uphold moral principles in the face of adversity.
|-
|}
<br>
[[File:Condemnation.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Ethical Condemnation
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You invoke the principles of moral judgment to condemn those who act against ethical norms. Create a 20 foot sphere on a point you can see within range. Any creature within that sphere must make a Wisdom saving throw. On a failed save, the creature becomes ethically bound, suffering disadvantage on attack rolls, ability checks, and saving throws for the duration. Additionally, any attack roll made against the target by a creature within the spell's range (60 feet) gains advantage.
<br>
At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
|-
|}
= Arcane Engineering and Artificing =
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:''' Magnus Vitale
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Studies in Necromancy =
A course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:''' Dante Pierce
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3)
<br>
'''DEX''' 10 (+0)
<br>
'''CON''' 16 (+3)
<br>
'''INT''' 3 (-4)
<br>
'''WIS''' 8 (-1)
<br>
'''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
=Introduction to the Fortuitous Arts=
e1c1b96f4347f6cb7f1b3de41db377c3d9e4e3fd
560
559
2024-04-23T12:58:43Z
Dnavas
2
/* Introduction to the Fortuitous Arts */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
= Introduction to Mana Manipulation =
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Principles of Elemental Magic =
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:''' Alderian Bradburn
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Enchantment and Illusion: Mastering the Art =
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:''' Lysandra Otto
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
= Alchemy and Potion Brewing =
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:''' Garrick Greer
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
= Magical Creatures and Beast Lore =
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:''' Cicero Holden
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
= Runic Inscriptions and Glyph Crafting =
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:''' Rowena Upton
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier +3 (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains +2 to their AC as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 2d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* They gain advantage on saving throws against being paralyzed, petrified, or restrained.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 25 feet away from them.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Divination & Celestial Magic =
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
A course exploring unique spellcasting methods, magical theory, and arcane rituals.
<br>
'''Professor:''' Isolde Howell
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
= Theoretical Studies in Transmutation =
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:''' Lyra Graves
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
= Artifacts and Relics: Unlocking Their Power =
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:''' Orion Faintree
<br>
'''Race:'''
<br>
[[File:Arcaneconduit.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Arcane Conduit
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You tap into the latent power of magical artifacts, summoning forth their essence to aid you in your endeavors. Choose one of the following artifacts when you cast this spell:
<br>
# '''Scepter of Brilliance:''' A radiant glow emanates from your hand, casting bright light in a 10-foot radius and dim light for an additional 10 feet. All allies within the radius gain advantage on their next attack roll.
# '''Amulet of Warding:''' A shimmering shield materializes around you, providing temporary hit points equal to your spellcasting ability modifier to yourself and all allies within 10 feet of you.
# '''Blade of Binding:''' A spectral sword appears in your hand, granting you a +1 bonus to attack and damage rolls. On a hit, the target must succeed on a Wisdom saving throw or be restrained until the start of your next turn.
# '''Cauldron of Chaos:''' You summon a swirling vortex of arcane energy, centered on a point within 30 feet of you. Each creature of your choice within a 10-foot radius of the point must make a Dexterity saving throw or take 2d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once you have chosen an artifact, its effect persists for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Reliquary.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Reliquary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of a broken artifact)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the mystical energies of ancient artifacts, summoning forth one of four relics at random to aid you in combat. Roll a d4 and consult the following list to determine which relic manifests:
<br>
# '''Shield of Sentinel:''' A shimmering shield of magical energy materializes in your hand, granting you a +2 bonus to AC until the end of your next turn. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
# '''Sword of Searing Light:''' A radiant longsword appears in your grasp, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. You can use your action to make a melee spell attack with the sword, dealing 2d8 radiant damage on a hit.
# '''Cloak of Shadows:''' A billowing cloak of darkness envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks until the end of your next turn.
# '''Orb of Arcane Amplification:''' An orb crackling with arcane energy hovers before you, pulsating with power. You can use your action to release a blast of magical energy in a 15-foot cone originating from the orb. Each creature in the area must make a Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once summoned, the chosen relic remains in existence for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Relicrecall.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Relic Recall
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small gemstone worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || By channeling the latent magical energies within your being, you invoke the power of ancient artifacts, sacrificing your lower-tier spells for access to potent relics. As you cast this spell, you must sacrifice all your remaining 1st-level spell slots.
<br>
Upon doing so, choose one of four powerful relics to manifest:
<br>
# '''Spellweaver's Wand:''' A masterfully crafted wand pulsating with arcane energy appears in your hand. While wielding this wand, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the magic missile spell (1st level) without expending a spell slot, targeting up to three creatures of your choice within range.
# '''Staff of the Celestial Sage:''' A staff adorned with celestial symbols materializes before you. While wielding this staff, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the cure wounds spell (1st level) without expending a spell slot, using your spellcasting ability modifier for healing.
# '''Cloak of the Ethereal Traveler:''' A billowing cloak woven from shadowstuff envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks. Additionally, you can use your action to become ethereal until the end of your next turn, allowing you to move through creatures and objects as if they were difficult terrain.
# '''Orb of the Elemental Magus:''' A swirling orb crackling with elemental energy forms above your outstretched hand. While holding this orb, you gain resistance to acid, cold, fire, lightning, or thunder damage (your choice). Additionally, you can use your action to cast the chromatic orb spell (1st level) without expending a spell slot, choosing the damage type when you cast it.
<br>
Once you choose a relic, it remains in your possession for the duration of the spell or until you dismiss it as a bonus action. If you lose concentration before the spell ends, the relic vanishes, and the spell slot sacrifices are lost.
|-
|}
= Magical Ethics and Moral Philosophy =
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:''' Lucian Archer
<br>
'''Race:'''
[[File:Principlesofethics.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Principles of Ethical Magic
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You attune your senses to the ethical implications of magical actions. For the duration, you gain the ability to detect moral conflicts or ethical dilemmas related to magic use within 30 feet of you. This sense allows you to discern whether a particular course of magical action could potentially harm innocent creatures, violate ethical principles, or have negative consequences. The DM will side-bar with you what you've been able to deduce.
<br>
Examples of ethical implications in magic use include:
<br>
# '''Harming Innocents:''' Using magic that causes harm to innocent creatures or bystanders without just cause.
# '''Manipulating Minds:''' Employing spells that manipulate or coerce the minds of others without their consent.
# '''Violating Consent:''' Casting spells that invade the privacy or violate the consent of individuals, such as scrying or charm spells.
# '''Unintended Consequences:''' Ignoring the potential unintended consequences of magical actions, such as creating harmful environmental effects or unleashing dangerous entities.
# '''Discriminatory Practices:''' Employing magic in ways that perpetuate discrimination, prejudice, or oppression against certain groups or individuals.
# '''Environmental Impact:''' Using magic that causes long-term damage to the environment or disrupts natural ecosystems.
# '''Disrupting Balance:''' Manipulating magical forces in a way that disrupts the natural balance of the world or the cosmic order.
# '''Exploiting Vulnerabilities:''' Exploiting vulnerabilities or weaknesses in others for personal gain or advantage through magical means.
# '''Ethical Research:''' Conducting magical research or experimentation without proper ethical considerations, potentially causing harm to subjects or ecosystems.
# '''Sacrificing Morality:''' Engaging in practices that require sacrificing one's own morality or ethical principles for the sake of power or knowledge.
<br>
Additionally, you gain advantage on Intelligence (Arcana) checks made to determine the ethical implications of a specific magical effect, item, or action.
|-
|}
<br>
[[File:Ethicafortitude.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Ethical Fortitude
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You project a powerful aura of ethical fortitude that enhances your charisma and moral influence. For the duration, your charisma score increases by 3, and you gain advantage on Charisma checks and saving throws.
<br>
This spell instills a deep sense of ethical conviction in the caster, amplifying their ability to inspire others and sway opinions through persuasive speech and moral leadership. It is often employed by leaders, diplomats, and advocates for justice who seek to rally support for noble causes and uphold moral principles in the face of adversity.
|-
|}
<br>
[[File:Condemnation.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Ethical Condemnation
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You invoke the principles of moral judgment to condemn those who act against ethical norms. Create a 20 foot sphere on a point you can see within range. Any creature within that sphere must make a Wisdom saving throw. On a failed save, the creature becomes ethically bound, suffering disadvantage on attack rolls, ability checks, and saving throws for the duration. Additionally, any attack roll made against the target by a creature within the spell's range (60 feet) gains advantage.
<br>
At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
|-
|}
= Arcane Engineering and Artificing =
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:''' Magnus Vitale
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Studies in Necromancy =
A course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:''' Dante Pierce
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3)
<br>
'''DEX''' 10 (+0)
<br>
'''CON''' 16 (+3)
<br>
'''INT''' 3 (-4)
<br>
'''WIS''' 8 (-1)
<br>
'''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
=Introduction to the Fortuitous Arts=
Delve into the whims of fortune and master the art of manipulating luck itself - become a Chanceweaver!
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
2c9bb40bc4ae01f02fd567edece52d3f3faaaae7
562
560
2024-04-23T13:06:33Z
Dnavas
2
/* Introduction to the Fortuitous Arts */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
= Introduction to Mana Manipulation =
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Principles of Elemental Magic =
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:''' Alderian Bradburn
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Enchantment and Illusion: Mastering the Art =
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:''' Lysandra Otto
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
= Alchemy and Potion Brewing =
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:''' Garrick Greer
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
= Magical Creatures and Beast Lore =
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:''' Cicero Holden
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
= Runic Inscriptions and Glyph Crafting =
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:''' Rowena Upton
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier +3 (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains +2 to their AC as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 2d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* They gain advantage on saving throws against being paralyzed, petrified, or restrained.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 25 feet away from them.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Divination & Celestial Magic =
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
A course exploring unique spellcasting methods, magical theory, and arcane rituals.
<br>
'''Professor:''' Isolde Howell
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
= Theoretical Studies in Transmutation =
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:''' Lyra Graves
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
= Artifacts and Relics: Unlocking Their Power =
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:''' Orion Faintree
<br>
'''Race:'''
<br>
[[File:Arcaneconduit.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Arcane Conduit
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You tap into the latent power of magical artifacts, summoning forth their essence to aid you in your endeavors. Choose one of the following artifacts when you cast this spell:
<br>
# '''Scepter of Brilliance:''' A radiant glow emanates from your hand, casting bright light in a 10-foot radius and dim light for an additional 10 feet. All allies within the radius gain advantage on their next attack roll.
# '''Amulet of Warding:''' A shimmering shield materializes around you, providing temporary hit points equal to your spellcasting ability modifier to yourself and all allies within 10 feet of you.
# '''Blade of Binding:''' A spectral sword appears in your hand, granting you a +1 bonus to attack and damage rolls. On a hit, the target must succeed on a Wisdom saving throw or be restrained until the start of your next turn.
# '''Cauldron of Chaos:''' You summon a swirling vortex of arcane energy, centered on a point within 30 feet of you. Each creature of your choice within a 10-foot radius of the point must make a Dexterity saving throw or take 2d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once you have chosen an artifact, its effect persists for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Reliquary.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Reliquary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of a broken artifact)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the mystical energies of ancient artifacts, summoning forth one of four relics at random to aid you in combat. Roll a d4 and consult the following list to determine which relic manifests:
<br>
# '''Shield of Sentinel:''' A shimmering shield of magical energy materializes in your hand, granting you a +2 bonus to AC until the end of your next turn. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
# '''Sword of Searing Light:''' A radiant longsword appears in your grasp, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. You can use your action to make a melee spell attack with the sword, dealing 2d8 radiant damage on a hit.
# '''Cloak of Shadows:''' A billowing cloak of darkness envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks until the end of your next turn.
# '''Orb of Arcane Amplification:''' An orb crackling with arcane energy hovers before you, pulsating with power. You can use your action to release a blast of magical energy in a 15-foot cone originating from the orb. Each creature in the area must make a Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once summoned, the chosen relic remains in existence for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Relicrecall.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Relic Recall
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small gemstone worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || By channeling the latent magical energies within your being, you invoke the power of ancient artifacts, sacrificing your lower-tier spells for access to potent relics. As you cast this spell, you must sacrifice all your remaining 1st-level spell slots.
<br>
Upon doing so, choose one of four powerful relics to manifest:
<br>
# '''Spellweaver's Wand:''' A masterfully crafted wand pulsating with arcane energy appears in your hand. While wielding this wand, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the magic missile spell (1st level) without expending a spell slot, targeting up to three creatures of your choice within range.
# '''Staff of the Celestial Sage:''' A staff adorned with celestial symbols materializes before you. While wielding this staff, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the cure wounds spell (1st level) without expending a spell slot, using your spellcasting ability modifier for healing.
# '''Cloak of the Ethereal Traveler:''' A billowing cloak woven from shadowstuff envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks. Additionally, you can use your action to become ethereal until the end of your next turn, allowing you to move through creatures and objects as if they were difficult terrain.
# '''Orb of the Elemental Magus:''' A swirling orb crackling with elemental energy forms above your outstretched hand. While holding this orb, you gain resistance to acid, cold, fire, lightning, or thunder damage (your choice). Additionally, you can use your action to cast the chromatic orb spell (1st level) without expending a spell slot, choosing the damage type when you cast it.
<br>
Once you choose a relic, it remains in your possession for the duration of the spell or until you dismiss it as a bonus action. If you lose concentration before the spell ends, the relic vanishes, and the spell slot sacrifices are lost.
|-
|}
= Magical Ethics and Moral Philosophy =
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:''' Lucian Archer
<br>
'''Race:'''
[[File:Principlesofethics.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Principles of Ethical Magic
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You attune your senses to the ethical implications of magical actions. For the duration, you gain the ability to detect moral conflicts or ethical dilemmas related to magic use within 30 feet of you. This sense allows you to discern whether a particular course of magical action could potentially harm innocent creatures, violate ethical principles, or have negative consequences. The DM will side-bar with you what you've been able to deduce.
<br>
Examples of ethical implications in magic use include:
<br>
# '''Harming Innocents:''' Using magic that causes harm to innocent creatures or bystanders without just cause.
# '''Manipulating Minds:''' Employing spells that manipulate or coerce the minds of others without their consent.
# '''Violating Consent:''' Casting spells that invade the privacy or violate the consent of individuals, such as scrying or charm spells.
# '''Unintended Consequences:''' Ignoring the potential unintended consequences of magical actions, such as creating harmful environmental effects or unleashing dangerous entities.
# '''Discriminatory Practices:''' Employing magic in ways that perpetuate discrimination, prejudice, or oppression against certain groups or individuals.
# '''Environmental Impact:''' Using magic that causes long-term damage to the environment or disrupts natural ecosystems.
# '''Disrupting Balance:''' Manipulating magical forces in a way that disrupts the natural balance of the world or the cosmic order.
# '''Exploiting Vulnerabilities:''' Exploiting vulnerabilities or weaknesses in others for personal gain or advantage through magical means.
# '''Ethical Research:''' Conducting magical research or experimentation without proper ethical considerations, potentially causing harm to subjects or ecosystems.
# '''Sacrificing Morality:''' Engaging in practices that require sacrificing one's own morality or ethical principles for the sake of power or knowledge.
<br>
Additionally, you gain advantage on Intelligence (Arcana) checks made to determine the ethical implications of a specific magical effect, item, or action.
|-
|}
<br>
[[File:Ethicafortitude.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Ethical Fortitude
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You project a powerful aura of ethical fortitude that enhances your charisma and moral influence. For the duration, your charisma score increases by 3, and you gain advantage on Charisma checks and saving throws.
<br>
This spell instills a deep sense of ethical conviction in the caster, amplifying their ability to inspire others and sway opinions through persuasive speech and moral leadership. It is often employed by leaders, diplomats, and advocates for justice who seek to rally support for noble causes and uphold moral principles in the face of adversity.
|-
|}
<br>
[[File:Condemnation.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Ethical Condemnation
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You invoke the principles of moral judgment to condemn those who act against ethical norms. Create a 20 foot sphere on a point you can see within range. Any creature within that sphere must make a Wisdom saving throw. On a failed save, the creature becomes ethically bound, suffering disadvantage on attack rolls, ability checks, and saving throws for the duration. Additionally, any attack roll made against the target by a creature within the spell's range (60 feet) gains advantage.
<br>
At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
|-
|}
= Arcane Engineering and Artificing =
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:''' Magnus Vitale
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Studies in Necromancy =
A course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:''' Dante Pierce
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3)
<br>
'''DEX''' 10 (+0)
<br>
'''CON''' 16 (+3)
<br>
'''INT''' 3 (-4)
<br>
'''WIS''' 8 (-1)
<br>
'''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
=Introduction to the Fortuitous Arts=
Delve into the whims of fortune and master the art of manipulating luck itself - become a Chanceweaver!
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Flipoffate.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Flip of Fate
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the capricious nature of chance, flipping a coin as you cast this spell. If the coin lands on heads, one creature of your choice within range suffers the twist of fortune:
* They have disadvantage on attack rolls for the duration.
* They have disadvantage on saving throws for the duration.
* They take damage equal to 2d4 + your spell casting modifier.
If the coin lands on tails, the tables turn in their favor, granting them advantage on attack rolls and saving throws instead.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
|}
3738eff95980f29597a05cf5fb15025116001bf8
564
562
2024-04-23T15:01:28Z
Dnavas
2
/* Introduction to the Fortuitous Arts */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
= Introduction to Mana Manipulation =
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Principles of Elemental Magic =
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:''' Alderian Bradburn
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Enchantment and Illusion: Mastering the Art =
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:''' Lysandra Otto
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
= Alchemy and Potion Brewing =
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:''' Garrick Greer
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
= Magical Creatures and Beast Lore =
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:''' Cicero Holden
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
= Runic Inscriptions and Glyph Crafting =
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:''' Rowena Upton
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier +3 (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains +2 to their AC as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 2d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* They gain advantage on saving throws against being paralyzed, petrified, or restrained.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 25 feet away from them.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Divination & Celestial Magic =
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
A course exploring unique spellcasting methods, magical theory, and arcane rituals.
<br>
'''Professor:''' Isolde Howell
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
= Theoretical Studies in Transmutation =
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:''' Lyra Graves
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
= Artifacts and Relics: Unlocking Their Power =
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:''' Orion Faintree
<br>
'''Race:'''
<br>
[[File:Arcaneconduit.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Arcane Conduit
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You tap into the latent power of magical artifacts, summoning forth their essence to aid you in your endeavors. Choose one of the following artifacts when you cast this spell:
<br>
# '''Scepter of Brilliance:''' A radiant glow emanates from your hand, casting bright light in a 10-foot radius and dim light for an additional 10 feet. All allies within the radius gain advantage on their next attack roll.
# '''Amulet of Warding:''' A shimmering shield materializes around you, providing temporary hit points equal to your spellcasting ability modifier to yourself and all allies within 10 feet of you.
# '''Blade of Binding:''' A spectral sword appears in your hand, granting you a +1 bonus to attack and damage rolls. On a hit, the target must succeed on a Wisdom saving throw or be restrained until the start of your next turn.
# '''Cauldron of Chaos:''' You summon a swirling vortex of arcane energy, centered on a point within 30 feet of you. Each creature of your choice within a 10-foot radius of the point must make a Dexterity saving throw or take 2d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once you have chosen an artifact, its effect persists for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Reliquary.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Reliquary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of a broken artifact)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the mystical energies of ancient artifacts, summoning forth one of four relics at random to aid you in combat. Roll a d4 and consult the following list to determine which relic manifests:
<br>
# '''Shield of Sentinel:''' A shimmering shield of magical energy materializes in your hand, granting you a +2 bonus to AC until the end of your next turn. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
# '''Sword of Searing Light:''' A radiant longsword appears in your grasp, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. You can use your action to make a melee spell attack with the sword, dealing 2d8 radiant damage on a hit.
# '''Cloak of Shadows:''' A billowing cloak of darkness envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks until the end of your next turn.
# '''Orb of Arcane Amplification:''' An orb crackling with arcane energy hovers before you, pulsating with power. You can use your action to release a blast of magical energy in a 15-foot cone originating from the orb. Each creature in the area must make a Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once summoned, the chosen relic remains in existence for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Relicrecall.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Relic Recall
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small gemstone worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || By channeling the latent magical energies within your being, you invoke the power of ancient artifacts, sacrificing your lower-tier spells for access to potent relics. As you cast this spell, you must sacrifice all your remaining 1st-level spell slots.
<br>
Upon doing so, choose one of four powerful relics to manifest:
<br>
# '''Spellweaver's Wand:''' A masterfully crafted wand pulsating with arcane energy appears in your hand. While wielding this wand, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the magic missile spell (1st level) without expending a spell slot, targeting up to three creatures of your choice within range.
# '''Staff of the Celestial Sage:''' A staff adorned with celestial symbols materializes before you. While wielding this staff, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the cure wounds spell (1st level) without expending a spell slot, using your spellcasting ability modifier for healing.
# '''Cloak of the Ethereal Traveler:''' A billowing cloak woven from shadowstuff envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks. Additionally, you can use your action to become ethereal until the end of your next turn, allowing you to move through creatures and objects as if they were difficult terrain.
# '''Orb of the Elemental Magus:''' A swirling orb crackling with elemental energy forms above your outstretched hand. While holding this orb, you gain resistance to acid, cold, fire, lightning, or thunder damage (your choice). Additionally, you can use your action to cast the chromatic orb spell (1st level) without expending a spell slot, choosing the damage type when you cast it.
<br>
Once you choose a relic, it remains in your possession for the duration of the spell or until you dismiss it as a bonus action. If you lose concentration before the spell ends, the relic vanishes, and the spell slot sacrifices are lost.
|-
|}
= Magical Ethics and Moral Philosophy =
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:''' Lucian Archer
<br>
'''Race:'''
[[File:Principlesofethics.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Principles of Ethical Magic
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You attune your senses to the ethical implications of magical actions. For the duration, you gain the ability to detect moral conflicts or ethical dilemmas related to magic use within 30 feet of you. This sense allows you to discern whether a particular course of magical action could potentially harm innocent creatures, violate ethical principles, or have negative consequences. The DM will side-bar with you what you've been able to deduce.
<br>
Examples of ethical implications in magic use include:
<br>
# '''Harming Innocents:''' Using magic that causes harm to innocent creatures or bystanders without just cause.
# '''Manipulating Minds:''' Employing spells that manipulate or coerce the minds of others without their consent.
# '''Violating Consent:''' Casting spells that invade the privacy or violate the consent of individuals, such as scrying or charm spells.
# '''Unintended Consequences:''' Ignoring the potential unintended consequences of magical actions, such as creating harmful environmental effects or unleashing dangerous entities.
# '''Discriminatory Practices:''' Employing magic in ways that perpetuate discrimination, prejudice, or oppression against certain groups or individuals.
# '''Environmental Impact:''' Using magic that causes long-term damage to the environment or disrupts natural ecosystems.
# '''Disrupting Balance:''' Manipulating magical forces in a way that disrupts the natural balance of the world or the cosmic order.
# '''Exploiting Vulnerabilities:''' Exploiting vulnerabilities or weaknesses in others for personal gain or advantage through magical means.
# '''Ethical Research:''' Conducting magical research or experimentation without proper ethical considerations, potentially causing harm to subjects or ecosystems.
# '''Sacrificing Morality:''' Engaging in practices that require sacrificing one's own morality or ethical principles for the sake of power or knowledge.
<br>
Additionally, you gain advantage on Intelligence (Arcana) checks made to determine the ethical implications of a specific magical effect, item, or action.
|-
|}
<br>
[[File:Ethicafortitude.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Ethical Fortitude
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You project a powerful aura of ethical fortitude that enhances your charisma and moral influence. For the duration, your charisma score increases by 3, and you gain advantage on Charisma checks and saving throws.
<br>
This spell instills a deep sense of ethical conviction in the caster, amplifying their ability to inspire others and sway opinions through persuasive speech and moral leadership. It is often employed by leaders, diplomats, and advocates for justice who seek to rally support for noble causes and uphold moral principles in the face of adversity.
|-
|}
<br>
[[File:Condemnation.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Ethical Condemnation
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You invoke the principles of moral judgment to condemn those who act against ethical norms. Create a 20 foot sphere on a point you can see within range. Any creature within that sphere must make a Wisdom saving throw. On a failed save, the creature becomes ethically bound, suffering disadvantage on attack rolls, ability checks, and saving throws for the duration. Additionally, any attack roll made against the target by a creature within the spell's range (60 feet) gains advantage.
<br>
At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
|-
|}
= Arcane Engineering and Artificing =
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:''' Magnus Vitale
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Studies in Necromancy =
A course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:''' Dante Pierce
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3)
<br>
'''DEX''' 10 (+0)
<br>
'''CON''' 16 (+3)
<br>
'''INT''' 3 (-4)
<br>
'''WIS''' 8 (-1)
<br>
'''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
=Introduction to the Fortuitous Arts=
Delve into the whims of fortune and master the art of manipulating luck itself - become a Chanceweaver!
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Flipoffate.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Flip of Fate
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the capricious nature of chance, flipping a coin as you cast this spell. If the coin lands on heads, one creature of your choice within range suffers the twist of fortune:
* They have disadvantage on attack rolls for the duration.
* They have disadvantage on saving throws for the duration.
* They take damage equal to 2d4 + your spell casting modifier.
If the coin lands on tails, the tables turn in their favor, granting them advantage on attack rolls and saving throws instead.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
|}
{|
|+ 1st Level Spell: Fortunes Frenzy
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small trinket resembling a slot machine lever)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || Upon casting this spell, you conjure the ephemeral essence of a slot machine, granting you three attempts to roll 5d6 and match specific combinations:
<br>
* '''One pair:''' Matching two of the same number on any two dice.
* '''Two pair:''' Matching two pairs of the same number on any four dice.
* '''Three of a kind:''' Matching three of the same number on any three dice.
* '''Straight:''' Matching consecutive numbers (e.g., 1-2-3-4-5 or 2-3-4-5-6) on all five dice.
* '''Jackpot:''' Rolling all sixes on all five dice.
<br>
If you match any of these combinations within three attempts, you gain the corresponding effects:
<br>
* '''One pair:'''
** All allies within 30 feet gain are healed for 2d4 + your spell casting modifier.
* '''Two pair:'''
** All allies within 30 feet gain are healed for 2d4 + your spell casting modifier.
** All allies within 30 feet gain +1 bonus to their AC for 1 minute.
* '''Three of a kind:'''
** All allies within 30 feet gain are healed for 2d4 + your spell casting modifier.
** All allies within 30 feet gain +1 bonus to their AC for 1 minute.
** All enemies within 30 feet gain disadvantage on their attack rolls for 1 minute.
* '''Straight:''' Grants four medium buffs to the party.
** All allies within 30 feet gain are healed for 4d4 + your spell casting modifier.
** All allies within 30 feet gain +1 bonus to their AC for 1 minute.
** All enemies within 30 feet gain disadvantage on their attack rolls for 1 minute.
** All enemies within 30 feet have their AC reduced by 2 for 1 minute.
* '''Jackpot:''' Grants one strong buff, four medium buffs, and a small amount of healing to the party.
** All allies within 30 feet gain are healed for 8d4 + your spell casting modifier.
** All allies within 30 feet gain +3 bonus to their AC for 1 minute.
** All enemies within 30 feet gain disadvantage on their attack rolls for 1 minute.
** All enemies within 30 feet have their AC reduced by 4 for 1 minute.
** All enemies within 30 feet take damage equal to 8d4 + your spell casting modifier.
<br>
If you fail to match any of the combinations after three attempts, the spell ends, and no buffs are granted.
|-
|}
b284a36a14736ff9f171066852d3d7b6ea5f2304
565
564
2024-04-23T15:02:25Z
Dnavas
2
/* Introduction to the Fortuitous Arts */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
= Introduction to Mana Manipulation =
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Principles of Elemental Magic =
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:''' Alderian Bradburn
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Enchantment and Illusion: Mastering the Art =
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:''' Lysandra Otto
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
= Alchemy and Potion Brewing =
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:''' Garrick Greer
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
= Magical Creatures and Beast Lore =
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:''' Cicero Holden
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
= Runic Inscriptions and Glyph Crafting =
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:''' Rowena Upton
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier +3 (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains +2 to their AC as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 2d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* They gain advantage on saving throws against being paralyzed, petrified, or restrained.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 25 feet away from them.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Divination & Celestial Magic =
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
A course exploring unique spellcasting methods, magical theory, and arcane rituals.
<br>
'''Professor:''' Isolde Howell
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
= Theoretical Studies in Transmutation =
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:''' Lyra Graves
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
= Artifacts and Relics: Unlocking Their Power =
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:''' Orion Faintree
<br>
'''Race:'''
<br>
[[File:Arcaneconduit.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Arcane Conduit
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You tap into the latent power of magical artifacts, summoning forth their essence to aid you in your endeavors. Choose one of the following artifacts when you cast this spell:
<br>
# '''Scepter of Brilliance:''' A radiant glow emanates from your hand, casting bright light in a 10-foot radius and dim light for an additional 10 feet. All allies within the radius gain advantage on their next attack roll.
# '''Amulet of Warding:''' A shimmering shield materializes around you, providing temporary hit points equal to your spellcasting ability modifier to yourself and all allies within 10 feet of you.
# '''Blade of Binding:''' A spectral sword appears in your hand, granting you a +1 bonus to attack and damage rolls. On a hit, the target must succeed on a Wisdom saving throw or be restrained until the start of your next turn.
# '''Cauldron of Chaos:''' You summon a swirling vortex of arcane energy, centered on a point within 30 feet of you. Each creature of your choice within a 10-foot radius of the point must make a Dexterity saving throw or take 2d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once you have chosen an artifact, its effect persists for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Reliquary.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Reliquary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of a broken artifact)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the mystical energies of ancient artifacts, summoning forth one of four relics at random to aid you in combat. Roll a d4 and consult the following list to determine which relic manifests:
<br>
# '''Shield of Sentinel:''' A shimmering shield of magical energy materializes in your hand, granting you a +2 bonus to AC until the end of your next turn. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
# '''Sword of Searing Light:''' A radiant longsword appears in your grasp, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. You can use your action to make a melee spell attack with the sword, dealing 2d8 radiant damage on a hit.
# '''Cloak of Shadows:''' A billowing cloak of darkness envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks until the end of your next turn.
# '''Orb of Arcane Amplification:''' An orb crackling with arcane energy hovers before you, pulsating with power. You can use your action to release a blast of magical energy in a 15-foot cone originating from the orb. Each creature in the area must make a Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once summoned, the chosen relic remains in existence for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Relicrecall.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Relic Recall
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small gemstone worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || By channeling the latent magical energies within your being, you invoke the power of ancient artifacts, sacrificing your lower-tier spells for access to potent relics. As you cast this spell, you must sacrifice all your remaining 1st-level spell slots.
<br>
Upon doing so, choose one of four powerful relics to manifest:
<br>
# '''Spellweaver's Wand:''' A masterfully crafted wand pulsating with arcane energy appears in your hand. While wielding this wand, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the magic missile spell (1st level) without expending a spell slot, targeting up to three creatures of your choice within range.
# '''Staff of the Celestial Sage:''' A staff adorned with celestial symbols materializes before you. While wielding this staff, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the cure wounds spell (1st level) without expending a spell slot, using your spellcasting ability modifier for healing.
# '''Cloak of the Ethereal Traveler:''' A billowing cloak woven from shadowstuff envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks. Additionally, you can use your action to become ethereal until the end of your next turn, allowing you to move through creatures and objects as if they were difficult terrain.
# '''Orb of the Elemental Magus:''' A swirling orb crackling with elemental energy forms above your outstretched hand. While holding this orb, you gain resistance to acid, cold, fire, lightning, or thunder damage (your choice). Additionally, you can use your action to cast the chromatic orb spell (1st level) without expending a spell slot, choosing the damage type when you cast it.
<br>
Once you choose a relic, it remains in your possession for the duration of the spell or until you dismiss it as a bonus action. If you lose concentration before the spell ends, the relic vanishes, and the spell slot sacrifices are lost.
|-
|}
= Magical Ethics and Moral Philosophy =
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:''' Lucian Archer
<br>
'''Race:'''
[[File:Principlesofethics.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Principles of Ethical Magic
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You attune your senses to the ethical implications of magical actions. For the duration, you gain the ability to detect moral conflicts or ethical dilemmas related to magic use within 30 feet of you. This sense allows you to discern whether a particular course of magical action could potentially harm innocent creatures, violate ethical principles, or have negative consequences. The DM will side-bar with you what you've been able to deduce.
<br>
Examples of ethical implications in magic use include:
<br>
# '''Harming Innocents:''' Using magic that causes harm to innocent creatures or bystanders without just cause.
# '''Manipulating Minds:''' Employing spells that manipulate or coerce the minds of others without their consent.
# '''Violating Consent:''' Casting spells that invade the privacy or violate the consent of individuals, such as scrying or charm spells.
# '''Unintended Consequences:''' Ignoring the potential unintended consequences of magical actions, such as creating harmful environmental effects or unleashing dangerous entities.
# '''Discriminatory Practices:''' Employing magic in ways that perpetuate discrimination, prejudice, or oppression against certain groups or individuals.
# '''Environmental Impact:''' Using magic that causes long-term damage to the environment or disrupts natural ecosystems.
# '''Disrupting Balance:''' Manipulating magical forces in a way that disrupts the natural balance of the world or the cosmic order.
# '''Exploiting Vulnerabilities:''' Exploiting vulnerabilities or weaknesses in others for personal gain or advantage through magical means.
# '''Ethical Research:''' Conducting magical research or experimentation without proper ethical considerations, potentially causing harm to subjects or ecosystems.
# '''Sacrificing Morality:''' Engaging in practices that require sacrificing one's own morality or ethical principles for the sake of power or knowledge.
<br>
Additionally, you gain advantage on Intelligence (Arcana) checks made to determine the ethical implications of a specific magical effect, item, or action.
|-
|}
<br>
[[File:Ethicafortitude.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Ethical Fortitude
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You project a powerful aura of ethical fortitude that enhances your charisma and moral influence. For the duration, your charisma score increases by 3, and you gain advantage on Charisma checks and saving throws.
<br>
This spell instills a deep sense of ethical conviction in the caster, amplifying their ability to inspire others and sway opinions through persuasive speech and moral leadership. It is often employed by leaders, diplomats, and advocates for justice who seek to rally support for noble causes and uphold moral principles in the face of adversity.
|-
|}
<br>
[[File:Condemnation.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Ethical Condemnation
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You invoke the principles of moral judgment to condemn those who act against ethical norms. Create a 20 foot sphere on a point you can see within range. Any creature within that sphere must make a Wisdom saving throw. On a failed save, the creature becomes ethically bound, suffering disadvantage on attack rolls, ability checks, and saving throws for the duration. Additionally, any attack roll made against the target by a creature within the spell's range (60 feet) gains advantage.
<br>
At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
|-
|}
= Arcane Engineering and Artificing =
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:''' Magnus Vitale
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Studies in Necromancy =
A course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:''' Dante Pierce
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3)
<br>
'''DEX''' 10 (+0)
<br>
'''CON''' 16 (+3)
<br>
'''INT''' 3 (-4)
<br>
'''WIS''' 8 (-1)
<br>
'''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
=Introduction to the Fortuitous Arts=
Delve into the whims of fortune and master the art of manipulating luck itself - become a Chanceweaver!
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Flipoffate.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Flip of Fate
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the capricious nature of chance, flipping a coin as you cast this spell. If the coin lands on heads, one creature of your choice within range suffers the twist of fortune:
* They have disadvantage on attack rolls for the duration.
* They have disadvantage on saving throws for the duration.
* They take damage equal to 2d4 + your spell casting modifier.
If the coin lands on tails, the tables turn in their favor, granting them advantage on attack rolls and saving throws instead.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
|}
{|
|+ 1st Level Spell: Fortunes Frenzy
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small trinket resembling a slot machine lever)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || Upon casting this spell, you conjure the ephemeral essence of a slot machine, granting you three attempts to roll 5d6 and match specific combinations:
<br>
|-
|}
ef0e8e09441334a680b1b8fa80935089b58a2a35
566
565
2024-04-23T15:03:10Z
Dnavas
2
/* Introduction to the Fortuitous Arts */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
= Introduction to Mana Manipulation =
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Principles of Elemental Magic =
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:''' Alderian Bradburn
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Enchantment and Illusion: Mastering the Art =
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:''' Lysandra Otto
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
= Alchemy and Potion Brewing =
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:''' Garrick Greer
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
= Magical Creatures and Beast Lore =
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:''' Cicero Holden
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
= Runic Inscriptions and Glyph Crafting =
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:''' Rowena Upton
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier +3 (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains +2 to their AC as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 2d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* They gain advantage on saving throws against being paralyzed, petrified, or restrained.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 25 feet away from them.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Divination & Celestial Magic =
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
A course exploring unique spellcasting methods, magical theory, and arcane rituals.
<br>
'''Professor:''' Isolde Howell
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
= Theoretical Studies in Transmutation =
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:''' Lyra Graves
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
= Artifacts and Relics: Unlocking Their Power =
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:''' Orion Faintree
<br>
'''Race:'''
<br>
[[File:Arcaneconduit.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Arcane Conduit
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You tap into the latent power of magical artifacts, summoning forth their essence to aid you in your endeavors. Choose one of the following artifacts when you cast this spell:
<br>
# '''Scepter of Brilliance:''' A radiant glow emanates from your hand, casting bright light in a 10-foot radius and dim light for an additional 10 feet. All allies within the radius gain advantage on their next attack roll.
# '''Amulet of Warding:''' A shimmering shield materializes around you, providing temporary hit points equal to your spellcasting ability modifier to yourself and all allies within 10 feet of you.
# '''Blade of Binding:''' A spectral sword appears in your hand, granting you a +1 bonus to attack and damage rolls. On a hit, the target must succeed on a Wisdom saving throw or be restrained until the start of your next turn.
# '''Cauldron of Chaos:''' You summon a swirling vortex of arcane energy, centered on a point within 30 feet of you. Each creature of your choice within a 10-foot radius of the point must make a Dexterity saving throw or take 2d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once you have chosen an artifact, its effect persists for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Reliquary.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Reliquary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of a broken artifact)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the mystical energies of ancient artifacts, summoning forth one of four relics at random to aid you in combat. Roll a d4 and consult the following list to determine which relic manifests:
<br>
# '''Shield of Sentinel:''' A shimmering shield of magical energy materializes in your hand, granting you a +2 bonus to AC until the end of your next turn. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
# '''Sword of Searing Light:''' A radiant longsword appears in your grasp, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. You can use your action to make a melee spell attack with the sword, dealing 2d8 radiant damage on a hit.
# '''Cloak of Shadows:''' A billowing cloak of darkness envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks until the end of your next turn.
# '''Orb of Arcane Amplification:''' An orb crackling with arcane energy hovers before you, pulsating with power. You can use your action to release a blast of magical energy in a 15-foot cone originating from the orb. Each creature in the area must make a Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once summoned, the chosen relic remains in existence for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Relicrecall.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Relic Recall
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small gemstone worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || By channeling the latent magical energies within your being, you invoke the power of ancient artifacts, sacrificing your lower-tier spells for access to potent relics. As you cast this spell, you must sacrifice all your remaining 1st-level spell slots.
<br>
Upon doing so, choose one of four powerful relics to manifest:
<br>
# '''Spellweaver's Wand:''' A masterfully crafted wand pulsating with arcane energy appears in your hand. While wielding this wand, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the magic missile spell (1st level) without expending a spell slot, targeting up to three creatures of your choice within range.
# '''Staff of the Celestial Sage:''' A staff adorned with celestial symbols materializes before you. While wielding this staff, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the cure wounds spell (1st level) without expending a spell slot, using your spellcasting ability modifier for healing.
# '''Cloak of the Ethereal Traveler:''' A billowing cloak woven from shadowstuff envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks. Additionally, you can use your action to become ethereal until the end of your next turn, allowing you to move through creatures and objects as if they were difficult terrain.
# '''Orb of the Elemental Magus:''' A swirling orb crackling with elemental energy forms above your outstretched hand. While holding this orb, you gain resistance to acid, cold, fire, lightning, or thunder damage (your choice). Additionally, you can use your action to cast the chromatic orb spell (1st level) without expending a spell slot, choosing the damage type when you cast it.
<br>
Once you choose a relic, it remains in your possession for the duration of the spell or until you dismiss it as a bonus action. If you lose concentration before the spell ends, the relic vanishes, and the spell slot sacrifices are lost.
|-
|}
= Magical Ethics and Moral Philosophy =
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:''' Lucian Archer
<br>
'''Race:'''
[[File:Principlesofethics.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Principles of Ethical Magic
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You attune your senses to the ethical implications of magical actions. For the duration, you gain the ability to detect moral conflicts or ethical dilemmas related to magic use within 30 feet of you. This sense allows you to discern whether a particular course of magical action could potentially harm innocent creatures, violate ethical principles, or have negative consequences. The DM will side-bar with you what you've been able to deduce.
<br>
Examples of ethical implications in magic use include:
<br>
# '''Harming Innocents:''' Using magic that causes harm to innocent creatures or bystanders without just cause.
# '''Manipulating Minds:''' Employing spells that manipulate or coerce the minds of others without their consent.
# '''Violating Consent:''' Casting spells that invade the privacy or violate the consent of individuals, such as scrying or charm spells.
# '''Unintended Consequences:''' Ignoring the potential unintended consequences of magical actions, such as creating harmful environmental effects or unleashing dangerous entities.
# '''Discriminatory Practices:''' Employing magic in ways that perpetuate discrimination, prejudice, or oppression against certain groups or individuals.
# '''Environmental Impact:''' Using magic that causes long-term damage to the environment or disrupts natural ecosystems.
# '''Disrupting Balance:''' Manipulating magical forces in a way that disrupts the natural balance of the world or the cosmic order.
# '''Exploiting Vulnerabilities:''' Exploiting vulnerabilities or weaknesses in others for personal gain or advantage through magical means.
# '''Ethical Research:''' Conducting magical research or experimentation without proper ethical considerations, potentially causing harm to subjects or ecosystems.
# '''Sacrificing Morality:''' Engaging in practices that require sacrificing one's own morality or ethical principles for the sake of power or knowledge.
<br>
Additionally, you gain advantage on Intelligence (Arcana) checks made to determine the ethical implications of a specific magical effect, item, or action.
|-
|}
<br>
[[File:Ethicafortitude.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Ethical Fortitude
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You project a powerful aura of ethical fortitude that enhances your charisma and moral influence. For the duration, your charisma score increases by 3, and you gain advantage on Charisma checks and saving throws.
<br>
This spell instills a deep sense of ethical conviction in the caster, amplifying their ability to inspire others and sway opinions through persuasive speech and moral leadership. It is often employed by leaders, diplomats, and advocates for justice who seek to rally support for noble causes and uphold moral principles in the face of adversity.
|-
|}
<br>
[[File:Condemnation.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Ethical Condemnation
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You invoke the principles of moral judgment to condemn those who act against ethical norms. Create a 20 foot sphere on a point you can see within range. Any creature within that sphere must make a Wisdom saving throw. On a failed save, the creature becomes ethically bound, suffering disadvantage on attack rolls, ability checks, and saving throws for the duration. Additionally, any attack roll made against the target by a creature within the spell's range (60 feet) gains advantage.
<br>
At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
|-
|}
= Arcane Engineering and Artificing =
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:''' Magnus Vitale
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Studies in Necromancy =
A course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:''' Dante Pierce
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3)
<br>
'''DEX''' 10 (+0)
<br>
'''CON''' 16 (+3)
<br>
'''INT''' 3 (-4)
<br>
'''WIS''' 8 (-1)
<br>
'''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
=Introduction to the Fortuitous Arts=
Delve into the whims of fortune and master the art of manipulating luck itself - become a Chanceweaver!
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Flipoffate.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Flip of Fate
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the capricious nature of chance, flipping a coin as you cast this spell. If the coin lands on heads, one creature of your choice within range suffers the twist of fortune:
* They have disadvantage on attack rolls for the duration.
* They have disadvantage on saving throws for the duration.
* They take damage equal to 2d4 + your spell casting modifier.
If the coin lands on tails, the tables turn in their favor, granting them advantage on attack rolls and saving throws instead.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
|}
<br>
{|
|+ 1st Level Spell: Fortunes Frenzy
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small trinket resembling a slot machine lever)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || Upon casting this spell, you conjure the ephemeral essence of a slot machine, granting you three attempts to roll 5d6 and match specific combinations:
* '''One pair:''' Matching two of the same number on any two dice.
* '''Two pair:''' Matching two pairs of the same number on any four dice.
* '''Three of a kind:''' Matching three of the same number on any three dice.
* '''Straight:''' Matching consecutive numbers (e.g., 1-2-3-4-5 or 2-3-4-5-6) on all five dice.
* '''Jackpot:''' Rolling all sixes on all five dice.
<br>
If you match any of these combinations within three attempts, you gain the corresponding effects:
<br>
* '''One pair:'''
** All allies within 30 feet gain are healed for 2d4 + your spell casting modifier.
* '''Two pair:'''
** All allies within 30 feet gain are healed for 2d4 + your spell casting modifier.
** All allies within 30 feet gain +1 bonus to their AC for 1 minute.
* '''Three of a kind:'''
** All allies within 30 feet gain are healed for 2d4 + your spell casting modifier.
** All allies within 30 feet gain +1 bonus to their AC for 1 minute.
** All enemies within 30 feet gain disadvantage on their attack rolls for 1 minute.
* '''Straight:''' Grants four medium buffs to the party.
** All allies within 30 feet gain are healed for 4d4 + your spell casting modifier.
** All allies within 30 feet gain +1 bonus to their AC for 1 minute.
** All enemies within 30 feet gain disadvantage on their attack rolls for 1 minute.
** All enemies within 30 feet have their AC reduced by 2 for 1 minute.
* '''Jackpot:''' Grants one strong buff, four medium buffs, and a small amount of healing to the party.
** All allies within 30 feet gain are healed for 8d4 + your spell casting modifier.
** All allies within 30 feet gain +3 bonus to their AC for 1 minute.
** All enemies within 30 feet gain disadvantage on their attack rolls for 1 minute.
** All enemies within 30 feet have their AC reduced by 4 for 1 minute.
** All enemies within 30 feet take damage equal to 8d4 + your spell casting modifier.
<br>
If you fail to match any of the combinations after three attempts, the spell ends, and no buffs are granted.
<br>
|-
|}
74f676f058c3ce99ee44597aaedfbfc451bf66e8
567
566
2024-04-23T15:07:52Z
Dnavas
2
/* Introduction to the Fortuitous Arts */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
= Introduction to Mana Manipulation =
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Principles of Elemental Magic =
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:''' Alderian Bradburn
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Enchantment and Illusion: Mastering the Art =
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:''' Lysandra Otto
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
= Alchemy and Potion Brewing =
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:''' Garrick Greer
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
= Magical Creatures and Beast Lore =
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:''' Cicero Holden
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
= Runic Inscriptions and Glyph Crafting =
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:''' Rowena Upton
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier +3 (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains +2 to their AC as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 2d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* They gain advantage on saving throws against being paralyzed, petrified, or restrained.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 25 feet away from them.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Divination & Celestial Magic =
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
A course exploring unique spellcasting methods, magical theory, and arcane rituals.
<br>
'''Professor:''' Isolde Howell
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
= Theoretical Studies in Transmutation =
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:''' Lyra Graves
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
= Artifacts and Relics: Unlocking Their Power =
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:''' Orion Faintree
<br>
'''Race:'''
<br>
[[File:Arcaneconduit.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Arcane Conduit
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You tap into the latent power of magical artifacts, summoning forth their essence to aid you in your endeavors. Choose one of the following artifacts when you cast this spell:
<br>
# '''Scepter of Brilliance:''' A radiant glow emanates from your hand, casting bright light in a 10-foot radius and dim light for an additional 10 feet. All allies within the radius gain advantage on their next attack roll.
# '''Amulet of Warding:''' A shimmering shield materializes around you, providing temporary hit points equal to your spellcasting ability modifier to yourself and all allies within 10 feet of you.
# '''Blade of Binding:''' A spectral sword appears in your hand, granting you a +1 bonus to attack and damage rolls. On a hit, the target must succeed on a Wisdom saving throw or be restrained until the start of your next turn.
# '''Cauldron of Chaos:''' You summon a swirling vortex of arcane energy, centered on a point within 30 feet of you. Each creature of your choice within a 10-foot radius of the point must make a Dexterity saving throw or take 2d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once you have chosen an artifact, its effect persists for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Reliquary.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Reliquary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of a broken artifact)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the mystical energies of ancient artifacts, summoning forth one of four relics at random to aid you in combat. Roll a d4 and consult the following list to determine which relic manifests:
<br>
# '''Shield of Sentinel:''' A shimmering shield of magical energy materializes in your hand, granting you a +2 bonus to AC until the end of your next turn. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
# '''Sword of Searing Light:''' A radiant longsword appears in your grasp, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. You can use your action to make a melee spell attack with the sword, dealing 2d8 radiant damage on a hit.
# '''Cloak of Shadows:''' A billowing cloak of darkness envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks until the end of your next turn.
# '''Orb of Arcane Amplification:''' An orb crackling with arcane energy hovers before you, pulsating with power. You can use your action to release a blast of magical energy in a 15-foot cone originating from the orb. Each creature in the area must make a Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once summoned, the chosen relic remains in existence for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Relicrecall.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Relic Recall
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small gemstone worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || By channeling the latent magical energies within your being, you invoke the power of ancient artifacts, sacrificing your lower-tier spells for access to potent relics. As you cast this spell, you must sacrifice all your remaining 1st-level spell slots.
<br>
Upon doing so, choose one of four powerful relics to manifest:
<br>
# '''Spellweaver's Wand:''' A masterfully crafted wand pulsating with arcane energy appears in your hand. While wielding this wand, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the magic missile spell (1st level) without expending a spell slot, targeting up to three creatures of your choice within range.
# '''Staff of the Celestial Sage:''' A staff adorned with celestial symbols materializes before you. While wielding this staff, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the cure wounds spell (1st level) without expending a spell slot, using your spellcasting ability modifier for healing.
# '''Cloak of the Ethereal Traveler:''' A billowing cloak woven from shadowstuff envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks. Additionally, you can use your action to become ethereal until the end of your next turn, allowing you to move through creatures and objects as if they were difficult terrain.
# '''Orb of the Elemental Magus:''' A swirling orb crackling with elemental energy forms above your outstretched hand. While holding this orb, you gain resistance to acid, cold, fire, lightning, or thunder damage (your choice). Additionally, you can use your action to cast the chromatic orb spell (1st level) without expending a spell slot, choosing the damage type when you cast it.
<br>
Once you choose a relic, it remains in your possession for the duration of the spell or until you dismiss it as a bonus action. If you lose concentration before the spell ends, the relic vanishes, and the spell slot sacrifices are lost.
|-
|}
= Magical Ethics and Moral Philosophy =
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:''' Lucian Archer
<br>
'''Race:'''
[[File:Principlesofethics.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Principles of Ethical Magic
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You attune your senses to the ethical implications of magical actions. For the duration, you gain the ability to detect moral conflicts or ethical dilemmas related to magic use within 30 feet of you. This sense allows you to discern whether a particular course of magical action could potentially harm innocent creatures, violate ethical principles, or have negative consequences. The DM will side-bar with you what you've been able to deduce.
<br>
Examples of ethical implications in magic use include:
<br>
# '''Harming Innocents:''' Using magic that causes harm to innocent creatures or bystanders without just cause.
# '''Manipulating Minds:''' Employing spells that manipulate or coerce the minds of others without their consent.
# '''Violating Consent:''' Casting spells that invade the privacy or violate the consent of individuals, such as scrying or charm spells.
# '''Unintended Consequences:''' Ignoring the potential unintended consequences of magical actions, such as creating harmful environmental effects or unleashing dangerous entities.
# '''Discriminatory Practices:''' Employing magic in ways that perpetuate discrimination, prejudice, or oppression against certain groups or individuals.
# '''Environmental Impact:''' Using magic that causes long-term damage to the environment or disrupts natural ecosystems.
# '''Disrupting Balance:''' Manipulating magical forces in a way that disrupts the natural balance of the world or the cosmic order.
# '''Exploiting Vulnerabilities:''' Exploiting vulnerabilities or weaknesses in others for personal gain or advantage through magical means.
# '''Ethical Research:''' Conducting magical research or experimentation without proper ethical considerations, potentially causing harm to subjects or ecosystems.
# '''Sacrificing Morality:''' Engaging in practices that require sacrificing one's own morality or ethical principles for the sake of power or knowledge.
<br>
Additionally, you gain advantage on Intelligence (Arcana) checks made to determine the ethical implications of a specific magical effect, item, or action.
|-
|}
<br>
[[File:Ethicafortitude.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Ethical Fortitude
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You project a powerful aura of ethical fortitude that enhances your charisma and moral influence. For the duration, your charisma score increases by 3, and you gain advantage on Charisma checks and saving throws.
<br>
This spell instills a deep sense of ethical conviction in the caster, amplifying their ability to inspire others and sway opinions through persuasive speech and moral leadership. It is often employed by leaders, diplomats, and advocates for justice who seek to rally support for noble causes and uphold moral principles in the face of adversity.
|-
|}
<br>
[[File:Condemnation.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Ethical Condemnation
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You invoke the principles of moral judgment to condemn those who act against ethical norms. Create a 20 foot sphere on a point you can see within range. Any creature within that sphere must make a Wisdom saving throw. On a failed save, the creature becomes ethically bound, suffering disadvantage on attack rolls, ability checks, and saving throws for the duration. Additionally, any attack roll made against the target by a creature within the spell's range (60 feet) gains advantage.
<br>
At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
|-
|}
= Arcane Engineering and Artificing =
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:''' Magnus Vitale
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Studies in Necromancy =
A course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:''' Dante Pierce
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3)
<br>
'''DEX''' 10 (+0)
<br>
'''CON''' 16 (+3)
<br>
'''INT''' 3 (-4)
<br>
'''WIS''' 8 (-1)
<br>
'''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
=Introduction to the Fortuitous Arts=
Delve into the whims of fortune and master the art of manipulating luck itself - become a Chanceweaver!
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Flipoffate.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Flip of Fate
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the capricious nature of chance, flipping a coin as you cast this spell. If the coin lands on heads, one creature of your choice within range suffers the twist of fortune:
* They have disadvantage on attack rolls for the duration.
* They have disadvantage on saving throws for the duration.
* They take damage equal to 2d4 + your spell casting modifier.
If the coin lands on tails, the tables turn in their favor, granting them advantage on attack rolls and saving throws instead.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fortunesfrenzy.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fortune's Frenzy
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small trinket resembling a slot machine lever)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || Upon casting this spell, you conjure the ephemeral essence of a slot machine, granting you three attempts to roll 5d6 and match specific combinations:
* '''One pair:''' Matching two of the same number on any two dice.
* '''Two pair:''' Matching two pairs of the same number on any four dice.
* '''Three of a kind:''' Matching three of the same number on any three dice.
* '''Straight:''' Matching consecutive numbers (e.g., 1-2-3-4-5 or 2-3-4-5-6) on all five dice.
* '''Jackpot:''' Rolling all sixes on all five dice.
<br>
If you match any of these combinations within three attempts, you gain the corresponding effects:
<br>
* '''One pair:'''
** All allies within 30 feet gain are healed for 2d4 + your spell casting modifier.
* '''Two pair:'''
** All allies within 30 feet gain are healed for 2d4 + your spell casting modifier.
** All allies within 30 feet gain +1 bonus to their AC for 1 minute.
* '''Three of a kind:'''
** All allies within 30 feet gain are healed for 2d4 + your spell casting modifier.
** All allies within 30 feet gain +1 bonus to their AC for 1 minute.
** All enemies within 30 feet gain disadvantage on their attack rolls for 1 minute.
* '''Straight:''' Grants four medium buffs to the party.
** All allies within 30 feet gain are healed for 4d4 + your spell casting modifier.
** All allies within 30 feet gain +1 bonus to their AC for 1 minute.
** All enemies within 30 feet gain disadvantage on their attack rolls for 1 minute.
** All enemies within 30 feet have their AC reduced by 2 for 1 minute.
* '''Jackpot:''' Grants one strong buff, four medium buffs, and a small amount of healing to the party.
** All allies within 30 feet gain are healed for 8d4 + your spell casting modifier.
** All allies within 30 feet gain +3 bonus to their AC for 1 minute.
** All enemies within 30 feet gain disadvantage on their attack rolls for 1 minute.
** All enemies within 30 feet have their AC reduced by 4 for 1 minute.
** All enemies within 30 feet take damage equal to 8d4 + your spell casting modifier.
|-
|}
25dc7b63fe9da4c3b8892e2379c9f26870724999
568
567
2024-04-23T15:10:09Z
Dnavas
2
/* Introduction to the Fortuitous Arts */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
= Introduction to Mana Manipulation =
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Principles of Elemental Magic =
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:''' Alderian Bradburn
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Enchantment and Illusion: Mastering the Art =
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:''' Lysandra Otto
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
= Alchemy and Potion Brewing =
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:''' Garrick Greer
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
= Magical Creatures and Beast Lore =
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:''' Cicero Holden
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
= Runic Inscriptions and Glyph Crafting =
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:''' Rowena Upton
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier +3 (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains +2 to their AC as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 2d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* They gain advantage on saving throws against being paralyzed, petrified, or restrained.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 25 feet away from them.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Divination & Celestial Magic =
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
A course exploring unique spellcasting methods, magical theory, and arcane rituals.
<br>
'''Professor:''' Isolde Howell
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
= Theoretical Studies in Transmutation =
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:''' Lyra Graves
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
= Artifacts and Relics: Unlocking Their Power =
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:''' Orion Faintree
<br>
'''Race:'''
<br>
[[File:Arcaneconduit.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Arcane Conduit
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You tap into the latent power of magical artifacts, summoning forth their essence to aid you in your endeavors. Choose one of the following artifacts when you cast this spell:
<br>
# '''Scepter of Brilliance:''' A radiant glow emanates from your hand, casting bright light in a 10-foot radius and dim light for an additional 10 feet. All allies within the radius gain advantage on their next attack roll.
# '''Amulet of Warding:''' A shimmering shield materializes around you, providing temporary hit points equal to your spellcasting ability modifier to yourself and all allies within 10 feet of you.
# '''Blade of Binding:''' A spectral sword appears in your hand, granting you a +1 bonus to attack and damage rolls. On a hit, the target must succeed on a Wisdom saving throw or be restrained until the start of your next turn.
# '''Cauldron of Chaos:''' You summon a swirling vortex of arcane energy, centered on a point within 30 feet of you. Each creature of your choice within a 10-foot radius of the point must make a Dexterity saving throw or take 2d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once you have chosen an artifact, its effect persists for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Reliquary.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Reliquary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of a broken artifact)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the mystical energies of ancient artifacts, summoning forth one of four relics at random to aid you in combat. Roll a d4 and consult the following list to determine which relic manifests:
<br>
# '''Shield of Sentinel:''' A shimmering shield of magical energy materializes in your hand, granting you a +2 bonus to AC until the end of your next turn. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
# '''Sword of Searing Light:''' A radiant longsword appears in your grasp, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. You can use your action to make a melee spell attack with the sword, dealing 2d8 radiant damage on a hit.
# '''Cloak of Shadows:''' A billowing cloak of darkness envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks until the end of your next turn.
# '''Orb of Arcane Amplification:''' An orb crackling with arcane energy hovers before you, pulsating with power. You can use your action to release a blast of magical energy in a 15-foot cone originating from the orb. Each creature in the area must make a Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once summoned, the chosen relic remains in existence for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Relicrecall.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Relic Recall
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small gemstone worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || By channeling the latent magical energies within your being, you invoke the power of ancient artifacts, sacrificing your lower-tier spells for access to potent relics. As you cast this spell, you must sacrifice all your remaining 1st-level spell slots.
<br>
Upon doing so, choose one of four powerful relics to manifest:
<br>
# '''Spellweaver's Wand:''' A masterfully crafted wand pulsating with arcane energy appears in your hand. While wielding this wand, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the magic missile spell (1st level) without expending a spell slot, targeting up to three creatures of your choice within range.
# '''Staff of the Celestial Sage:''' A staff adorned with celestial symbols materializes before you. While wielding this staff, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the cure wounds spell (1st level) without expending a spell slot, using your spellcasting ability modifier for healing.
# '''Cloak of the Ethereal Traveler:''' A billowing cloak woven from shadowstuff envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks. Additionally, you can use your action to become ethereal until the end of your next turn, allowing you to move through creatures and objects as if they were difficult terrain.
# '''Orb of the Elemental Magus:''' A swirling orb crackling with elemental energy forms above your outstretched hand. While holding this orb, you gain resistance to acid, cold, fire, lightning, or thunder damage (your choice). Additionally, you can use your action to cast the chromatic orb spell (1st level) without expending a spell slot, choosing the damage type when you cast it.
<br>
Once you choose a relic, it remains in your possession for the duration of the spell or until you dismiss it as a bonus action. If you lose concentration before the spell ends, the relic vanishes, and the spell slot sacrifices are lost.
|-
|}
= Magical Ethics and Moral Philosophy =
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:''' Lucian Archer
<br>
'''Race:'''
[[File:Principlesofethics.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Principles of Ethical Magic
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You attune your senses to the ethical implications of magical actions. For the duration, you gain the ability to detect moral conflicts or ethical dilemmas related to magic use within 30 feet of you. This sense allows you to discern whether a particular course of magical action could potentially harm innocent creatures, violate ethical principles, or have negative consequences. The DM will side-bar with you what you've been able to deduce.
<br>
Examples of ethical implications in magic use include:
<br>
# '''Harming Innocents:''' Using magic that causes harm to innocent creatures or bystanders without just cause.
# '''Manipulating Minds:''' Employing spells that manipulate or coerce the minds of others without their consent.
# '''Violating Consent:''' Casting spells that invade the privacy or violate the consent of individuals, such as scrying or charm spells.
# '''Unintended Consequences:''' Ignoring the potential unintended consequences of magical actions, such as creating harmful environmental effects or unleashing dangerous entities.
# '''Discriminatory Practices:''' Employing magic in ways that perpetuate discrimination, prejudice, or oppression against certain groups or individuals.
# '''Environmental Impact:''' Using magic that causes long-term damage to the environment or disrupts natural ecosystems.
# '''Disrupting Balance:''' Manipulating magical forces in a way that disrupts the natural balance of the world or the cosmic order.
# '''Exploiting Vulnerabilities:''' Exploiting vulnerabilities or weaknesses in others for personal gain or advantage through magical means.
# '''Ethical Research:''' Conducting magical research or experimentation without proper ethical considerations, potentially causing harm to subjects or ecosystems.
# '''Sacrificing Morality:''' Engaging in practices that require sacrificing one's own morality or ethical principles for the sake of power or knowledge.
<br>
Additionally, you gain advantage on Intelligence (Arcana) checks made to determine the ethical implications of a specific magical effect, item, or action.
|-
|}
<br>
[[File:Ethicafortitude.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Ethical Fortitude
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You project a powerful aura of ethical fortitude that enhances your charisma and moral influence. For the duration, your charisma score increases by 3, and you gain advantage on Charisma checks and saving throws.
<br>
This spell instills a deep sense of ethical conviction in the caster, amplifying their ability to inspire others and sway opinions through persuasive speech and moral leadership. It is often employed by leaders, diplomats, and advocates for justice who seek to rally support for noble causes and uphold moral principles in the face of adversity.
|-
|}
<br>
[[File:Condemnation.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Ethical Condemnation
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You invoke the principles of moral judgment to condemn those who act against ethical norms. Create a 20 foot sphere on a point you can see within range. Any creature within that sphere must make a Wisdom saving throw. On a failed save, the creature becomes ethically bound, suffering disadvantage on attack rolls, ability checks, and saving throws for the duration. Additionally, any attack roll made against the target by a creature within the spell's range (60 feet) gains advantage.
<br>
At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
|-
|}
= Arcane Engineering and Artificing =
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:''' Magnus Vitale
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Studies in Necromancy =
A course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:''' Dante Pierce
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3)
<br>
'''DEX''' 10 (+0)
<br>
'''CON''' 16 (+3)
<br>
'''INT''' 3 (-4)
<br>
'''WIS''' 8 (-1)
<br>
'''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
=Introduction to the Fortuitous Arts=
Delve into the whims of fortune and master the art of manipulating luck itself - become a Chanceweaver!
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Flipoffate.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Flip of Fate
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the capricious nature of chance, flipping a coin as you cast this spell. If the coin lands on heads, one creature of your choice within range suffers the twist of fortune:
* They have disadvantage on attack rolls for the duration.
* They have disadvantage on saving throws for the duration.
* They take damage equal to 2d4 + your spell casting modifier.
If the coin lands on tails, the tables turn in their favor, granting them advantage on attack rolls and saving throws instead.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fortunesfrenzy.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fortune's Frenzy
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small trinket resembling a slot machine lever)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || Upon casting this spell, you conjure the ephemeral essence of a slot machine, granting you three attempts to roll 5d6 and match specific combinations:
* '''One pair:''' Matching two of the same number on any two dice.
* '''Two pair:''' Matching two pairs of the same number on any four dice.
* '''Three of a kind:''' Matching three of the same number on any three dice.
* '''Straight:''' Matching consecutive numbers (e.g., 1-2-3-4-5 or 2-3-4-5-6) on all five dice.
* '''Jackpot:''' Rolling all sixes on all five dice.
<br>
If you match any of these combinations within three attempts, you gain the corresponding effects:
<br>
* '''One pair:'''
** All allies within 30 feet gain are healed for 1d4 + your spell casting modifier.
* '''Two pair:'''
** All allies within 30 feet gain are healed for 2d4 + your spell casting modifier.
** All allies within 30 feet gain +1 bonus to their AC for 1 minute.
* '''Three of a kind:'''
** All allies within 30 feet gain are healed for 3d4 + your spell casting modifier.
** All allies within 30 feet gain +1 bonus to their AC for 1 minute.
** All enemies within 30 feet gain disadvantage on their attack rolls for 1 minute.
* '''Straight:''' Grants four medium buffs to the party.
** All allies within 30 feet gain are healed for 4d4 + your spell casting modifier.
** All allies within 30 feet gain +1 bonus to their AC for 1 minute.
** All enemies within 30 feet gain disadvantage on their attack rolls for 1 minute.
** All enemies within 30 feet have their AC reduced by 2 for 1 minute.
* '''Jackpot:''' Grants one strong buff, four medium buffs, and a small amount of healing to the party.
** All allies within 30 feet gain are healed for 5d4 + your spell casting modifier.
** All allies within 30 feet gain +3 bonus to their AC for 1 minute.
** All enemies within 30 feet gain disadvantage on their attack rolls for 1 minute.
** All enemies within 30 feet have their AC reduced by 4 for 1 minute.
** All enemies within 30 feet take damage equal to 8d4 + your spell casting modifier.
|-
|}
2bdc0aed6849a58e2ebdc96e25e45e257110904a
569
568
2024-04-23T15:22:16Z
Dnavas
2
/* Introduction to the Fortuitous Arts */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
= Introduction to Mana Manipulation =
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Principles of Elemental Magic =
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:''' Alderian Bradburn
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Enchantment and Illusion: Mastering the Art =
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:''' Lysandra Otto
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
= Alchemy and Potion Brewing =
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:''' Garrick Greer
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
= Magical Creatures and Beast Lore =
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:''' Cicero Holden
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
= Runic Inscriptions and Glyph Crafting =
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:''' Rowena Upton
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier +3 (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains +2 to their AC as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 2d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* They gain advantage on saving throws against being paralyzed, petrified, or restrained.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 25 feet away from them.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Divination & Celestial Magic =
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
A course exploring unique spellcasting methods, magical theory, and arcane rituals.
<br>
'''Professor:''' Isolde Howell
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
= Theoretical Studies in Transmutation =
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:''' Lyra Graves
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
= Artifacts and Relics: Unlocking Their Power =
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:''' Orion Faintree
<br>
'''Race:'''
<br>
[[File:Arcaneconduit.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Arcane Conduit
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You tap into the latent power of magical artifacts, summoning forth their essence to aid you in your endeavors. Choose one of the following artifacts when you cast this spell:
<br>
# '''Scepter of Brilliance:''' A radiant glow emanates from your hand, casting bright light in a 10-foot radius and dim light for an additional 10 feet. All allies within the radius gain advantage on their next attack roll.
# '''Amulet of Warding:''' A shimmering shield materializes around you, providing temporary hit points equal to your spellcasting ability modifier to yourself and all allies within 10 feet of you.
# '''Blade of Binding:''' A spectral sword appears in your hand, granting you a +1 bonus to attack and damage rolls. On a hit, the target must succeed on a Wisdom saving throw or be restrained until the start of your next turn.
# '''Cauldron of Chaos:''' You summon a swirling vortex of arcane energy, centered on a point within 30 feet of you. Each creature of your choice within a 10-foot radius of the point must make a Dexterity saving throw or take 2d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once you have chosen an artifact, its effect persists for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Reliquary.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Reliquary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of a broken artifact)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the mystical energies of ancient artifacts, summoning forth one of four relics at random to aid you in combat. Roll a d4 and consult the following list to determine which relic manifests:
<br>
# '''Shield of Sentinel:''' A shimmering shield of magical energy materializes in your hand, granting you a +2 bonus to AC until the end of your next turn. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
# '''Sword of Searing Light:''' A radiant longsword appears in your grasp, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. You can use your action to make a melee spell attack with the sword, dealing 2d8 radiant damage on a hit.
# '''Cloak of Shadows:''' A billowing cloak of darkness envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks until the end of your next turn.
# '''Orb of Arcane Amplification:''' An orb crackling with arcane energy hovers before you, pulsating with power. You can use your action to release a blast of magical energy in a 15-foot cone originating from the orb. Each creature in the area must make a Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once summoned, the chosen relic remains in existence for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Relicrecall.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Relic Recall
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small gemstone worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || By channeling the latent magical energies within your being, you invoke the power of ancient artifacts, sacrificing your lower-tier spells for access to potent relics. As you cast this spell, you must sacrifice all your remaining 1st-level spell slots.
<br>
Upon doing so, choose one of four powerful relics to manifest:
<br>
# '''Spellweaver's Wand:''' A masterfully crafted wand pulsating with arcane energy appears in your hand. While wielding this wand, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the magic missile spell (1st level) without expending a spell slot, targeting up to three creatures of your choice within range.
# '''Staff of the Celestial Sage:''' A staff adorned with celestial symbols materializes before you. While wielding this staff, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the cure wounds spell (1st level) without expending a spell slot, using your spellcasting ability modifier for healing.
# '''Cloak of the Ethereal Traveler:''' A billowing cloak woven from shadowstuff envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks. Additionally, you can use your action to become ethereal until the end of your next turn, allowing you to move through creatures and objects as if they were difficult terrain.
# '''Orb of the Elemental Magus:''' A swirling orb crackling with elemental energy forms above your outstretched hand. While holding this orb, you gain resistance to acid, cold, fire, lightning, or thunder damage (your choice). Additionally, you can use your action to cast the chromatic orb spell (1st level) without expending a spell slot, choosing the damage type when you cast it.
<br>
Once you choose a relic, it remains in your possession for the duration of the spell or until you dismiss it as a bonus action. If you lose concentration before the spell ends, the relic vanishes, and the spell slot sacrifices are lost.
|-
|}
= Magical Ethics and Moral Philosophy =
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:''' Lucian Archer
<br>
'''Race:'''
[[File:Principlesofethics.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Principles of Ethical Magic
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You attune your senses to the ethical implications of magical actions. For the duration, you gain the ability to detect moral conflicts or ethical dilemmas related to magic use within 30 feet of you. This sense allows you to discern whether a particular course of magical action could potentially harm innocent creatures, violate ethical principles, or have negative consequences. The DM will side-bar with you what you've been able to deduce.
<br>
Examples of ethical implications in magic use include:
<br>
# '''Harming Innocents:''' Using magic that causes harm to innocent creatures or bystanders without just cause.
# '''Manipulating Minds:''' Employing spells that manipulate or coerce the minds of others without their consent.
# '''Violating Consent:''' Casting spells that invade the privacy or violate the consent of individuals, such as scrying or charm spells.
# '''Unintended Consequences:''' Ignoring the potential unintended consequences of magical actions, such as creating harmful environmental effects or unleashing dangerous entities.
# '''Discriminatory Practices:''' Employing magic in ways that perpetuate discrimination, prejudice, or oppression against certain groups or individuals.
# '''Environmental Impact:''' Using magic that causes long-term damage to the environment or disrupts natural ecosystems.
# '''Disrupting Balance:''' Manipulating magical forces in a way that disrupts the natural balance of the world or the cosmic order.
# '''Exploiting Vulnerabilities:''' Exploiting vulnerabilities or weaknesses in others for personal gain or advantage through magical means.
# '''Ethical Research:''' Conducting magical research or experimentation without proper ethical considerations, potentially causing harm to subjects or ecosystems.
# '''Sacrificing Morality:''' Engaging in practices that require sacrificing one's own morality or ethical principles for the sake of power or knowledge.
<br>
Additionally, you gain advantage on Intelligence (Arcana) checks made to determine the ethical implications of a specific magical effect, item, or action.
|-
|}
<br>
[[File:Ethicafortitude.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Ethical Fortitude
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You project a powerful aura of ethical fortitude that enhances your charisma and moral influence. For the duration, your charisma score increases by 3, and you gain advantage on Charisma checks and saving throws.
<br>
This spell instills a deep sense of ethical conviction in the caster, amplifying their ability to inspire others and sway opinions through persuasive speech and moral leadership. It is often employed by leaders, diplomats, and advocates for justice who seek to rally support for noble causes and uphold moral principles in the face of adversity.
|-
|}
<br>
[[File:Condemnation.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Ethical Condemnation
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You invoke the principles of moral judgment to condemn those who act against ethical norms. Create a 20 foot sphere on a point you can see within range. Any creature within that sphere must make a Wisdom saving throw. On a failed save, the creature becomes ethically bound, suffering disadvantage on attack rolls, ability checks, and saving throws for the duration. Additionally, any attack roll made against the target by a creature within the spell's range (60 feet) gains advantage.
<br>
At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
|-
|}
= Arcane Engineering and Artificing =
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:''' Magnus Vitale
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Studies in Necromancy =
A course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:''' Dante Pierce
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3)
<br>
'''DEX''' 10 (+0)
<br>
'''CON''' 16 (+3)
<br>
'''INT''' 3 (-4)
<br>
'''WIS''' 8 (-1)
<br>
'''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
=Introduction to the Fortuitous Arts=
Delve into the whims of fortune and master the art of manipulating luck itself - become a Chanceweaver!
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Flipoffate.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Flip of Fate
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the capricious nature of chance, flipping a coin as you cast this spell. If the coin lands on heads, one creature of your choice within range suffers the twist of fortune:
* They have disadvantage on attack rolls for the duration.
* They have disadvantage on saving throws for the duration.
* They take damage equal to 2d4 + your spell casting modifier.
If the coin lands on tails, the tables turn in their favor, granting them advantage on attack rolls and saving throws instead.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fortunesfrenzy.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fortune's Frenzy
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small trinket resembling a slot machine lever)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || Upon casting this spell, you conjure the ephemeral essence of a slot machine, granting you three attempts to roll 5d6 and match specific combinations:
* '''One pair:''' Matching two of the same number on any two dice.
* '''Two pair:''' Matching two pairs of the same number on any four dice.
* '''Three of a kind:''' Matching three of the same number on any three dice.
* '''Straight:''' Matching consecutive numbers (e.g., 1-2-3-4-5 or 2-3-4-5-6) on all five dice.
* '''Jackpot:''' Rolling all sixes on all five dice.
<br>
If you match any of these combinations within three attempts, you gain the corresponding effects:
<br>
* '''One pair:'''
** All allies within 30 feet gain are healed for 1d4 + your spell casting modifier.
* '''Two pair:'''
** All allies within 30 feet gain are healed for 2d4 + your spell casting modifier.
** All allies within 30 feet gain +1 bonus to their AC for 1 minute.
* '''Three of a kind:'''
** All allies within 30 feet gain are healed for 3d4 + your spell casting modifier.
** All allies within 30 feet gain +1 bonus to their AC for 1 minute.
** All enemies within 30 feet gain disadvantage on their attack rolls for 1 minute.
* '''Straight:'''
** All allies within 30 feet gain are healed for 4d4 + your spell casting modifier.
** All allies within 30 feet gain +1 bonus to their AC for 1 minute.
** All enemies within 30 feet gain disadvantage on their attack rolls for 1 minute.
** All enemies within 30 feet have their AC reduced by 2 for 1 minute.
* '''Jackpot:'''
** All allies within 30 feet gain are healed for 5d4 + your spell casting modifier.
** All allies within 30 feet gain +3 bonus to their AC for 1 minute.
** All enemies within 30 feet gain disadvantage on their attack rolls for 1 minute.
** All enemies within 30 feet have their AC reduced by 4 for 1 minute.
** All enemies within 30 feet take damage equal to 8d4 + your spell casting modifier.
|-
|}
8b2a88077fe7faabe343175b93e12d38e535699d
570
569
2024-04-23T17:01:32Z
Dnavas
2
/* Introduction to the Fortuitous Arts */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
= Introduction to Mana Manipulation =
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Principles of Elemental Magic =
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:''' Alderian Bradburn
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Enchantment and Illusion: Mastering the Art =
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:''' Lysandra Otto
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
= Alchemy and Potion Brewing =
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:''' Garrick Greer
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
= Magical Creatures and Beast Lore =
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:''' Cicero Holden
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
= Runic Inscriptions and Glyph Crafting =
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:''' Rowena Upton
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier +3 (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains +2 to their AC as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 2d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* They gain advantage on saving throws against being paralyzed, petrified, or restrained.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 25 feet away from them.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Divination & Celestial Magic =
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
A course exploring unique spellcasting methods, magical theory, and arcane rituals.
<br>
'''Professor:''' Isolde Howell
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
= Theoretical Studies in Transmutation =
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:''' Lyra Graves
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
= Artifacts and Relics: Unlocking Their Power =
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:''' Orion Faintree
<br>
'''Race:'''
<br>
[[File:Arcaneconduit.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Arcane Conduit
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You tap into the latent power of magical artifacts, summoning forth their essence to aid you in your endeavors. Choose one of the following artifacts when you cast this spell:
<br>
# '''Scepter of Brilliance:''' A radiant glow emanates from your hand, casting bright light in a 10-foot radius and dim light for an additional 10 feet. All allies within the radius gain advantage on their next attack roll.
# '''Amulet of Warding:''' A shimmering shield materializes around you, providing temporary hit points equal to your spellcasting ability modifier to yourself and all allies within 10 feet of you.
# '''Blade of Binding:''' A spectral sword appears in your hand, granting you a +1 bonus to attack and damage rolls. On a hit, the target must succeed on a Wisdom saving throw or be restrained until the start of your next turn.
# '''Cauldron of Chaos:''' You summon a swirling vortex of arcane energy, centered on a point within 30 feet of you. Each creature of your choice within a 10-foot radius of the point must make a Dexterity saving throw or take 2d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once you have chosen an artifact, its effect persists for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Reliquary.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Reliquary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of a broken artifact)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the mystical energies of ancient artifacts, summoning forth one of four relics at random to aid you in combat. Roll a d4 and consult the following list to determine which relic manifests:
<br>
# '''Shield of Sentinel:''' A shimmering shield of magical energy materializes in your hand, granting you a +2 bonus to AC until the end of your next turn. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
# '''Sword of Searing Light:''' A radiant longsword appears in your grasp, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. You can use your action to make a melee spell attack with the sword, dealing 2d8 radiant damage on a hit.
# '''Cloak of Shadows:''' A billowing cloak of darkness envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks until the end of your next turn.
# '''Orb of Arcane Amplification:''' An orb crackling with arcane energy hovers before you, pulsating with power. You can use your action to release a blast of magical energy in a 15-foot cone originating from the orb. Each creature in the area must make a Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once summoned, the chosen relic remains in existence for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Relicrecall.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Relic Recall
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small gemstone worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || By channeling the latent magical energies within your being, you invoke the power of ancient artifacts, sacrificing your lower-tier spells for access to potent relics. As you cast this spell, you must sacrifice all your remaining 1st-level spell slots.
<br>
Upon doing so, choose one of four powerful relics to manifest:
<br>
# '''Spellweaver's Wand:''' A masterfully crafted wand pulsating with arcane energy appears in your hand. While wielding this wand, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the magic missile spell (1st level) without expending a spell slot, targeting up to three creatures of your choice within range.
# '''Staff of the Celestial Sage:''' A staff adorned with celestial symbols materializes before you. While wielding this staff, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the cure wounds spell (1st level) without expending a spell slot, using your spellcasting ability modifier for healing.
# '''Cloak of the Ethereal Traveler:''' A billowing cloak woven from shadowstuff envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks. Additionally, you can use your action to become ethereal until the end of your next turn, allowing you to move through creatures and objects as if they were difficult terrain.
# '''Orb of the Elemental Magus:''' A swirling orb crackling with elemental energy forms above your outstretched hand. While holding this orb, you gain resistance to acid, cold, fire, lightning, or thunder damage (your choice). Additionally, you can use your action to cast the chromatic orb spell (1st level) without expending a spell slot, choosing the damage type when you cast it.
<br>
Once you choose a relic, it remains in your possession for the duration of the spell or until you dismiss it as a bonus action. If you lose concentration before the spell ends, the relic vanishes, and the spell slot sacrifices are lost.
|-
|}
= Magical Ethics and Moral Philosophy =
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:''' Lucian Archer
<br>
'''Race:'''
[[File:Principlesofethics.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Principles of Ethical Magic
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You attune your senses to the ethical implications of magical actions. For the duration, you gain the ability to detect moral conflicts or ethical dilemmas related to magic use within 30 feet of you. This sense allows you to discern whether a particular course of magical action could potentially harm innocent creatures, violate ethical principles, or have negative consequences. The DM will side-bar with you what you've been able to deduce.
<br>
Examples of ethical implications in magic use include:
<br>
# '''Harming Innocents:''' Using magic that causes harm to innocent creatures or bystanders without just cause.
# '''Manipulating Minds:''' Employing spells that manipulate or coerce the minds of others without their consent.
# '''Violating Consent:''' Casting spells that invade the privacy or violate the consent of individuals, such as scrying or charm spells.
# '''Unintended Consequences:''' Ignoring the potential unintended consequences of magical actions, such as creating harmful environmental effects or unleashing dangerous entities.
# '''Discriminatory Practices:''' Employing magic in ways that perpetuate discrimination, prejudice, or oppression against certain groups or individuals.
# '''Environmental Impact:''' Using magic that causes long-term damage to the environment or disrupts natural ecosystems.
# '''Disrupting Balance:''' Manipulating magical forces in a way that disrupts the natural balance of the world or the cosmic order.
# '''Exploiting Vulnerabilities:''' Exploiting vulnerabilities or weaknesses in others for personal gain or advantage through magical means.
# '''Ethical Research:''' Conducting magical research or experimentation without proper ethical considerations, potentially causing harm to subjects or ecosystems.
# '''Sacrificing Morality:''' Engaging in practices that require sacrificing one's own morality or ethical principles for the sake of power or knowledge.
<br>
Additionally, you gain advantage on Intelligence (Arcana) checks made to determine the ethical implications of a specific magical effect, item, or action.
|-
|}
<br>
[[File:Ethicafortitude.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Ethical Fortitude
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You project a powerful aura of ethical fortitude that enhances your charisma and moral influence. For the duration, your charisma score increases by 3, and you gain advantage on Charisma checks and saving throws.
<br>
This spell instills a deep sense of ethical conviction in the caster, amplifying their ability to inspire others and sway opinions through persuasive speech and moral leadership. It is often employed by leaders, diplomats, and advocates for justice who seek to rally support for noble causes and uphold moral principles in the face of adversity.
|-
|}
<br>
[[File:Condemnation.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Ethical Condemnation
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You invoke the principles of moral judgment to condemn those who act against ethical norms. Create a 20 foot sphere on a point you can see within range. Any creature within that sphere must make a Wisdom saving throw. On a failed save, the creature becomes ethically bound, suffering disadvantage on attack rolls, ability checks, and saving throws for the duration. Additionally, any attack roll made against the target by a creature within the spell's range (60 feet) gains advantage.
<br>
At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
|-
|}
= Arcane Engineering and Artificing =
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:''' Magnus Vitale
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Studies in Necromancy =
A course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:''' Dante Pierce
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3)
<br>
'''DEX''' 10 (+0)
<br>
'''CON''' 16 (+3)
<br>
'''INT''' 3 (-4)
<br>
'''WIS''' 8 (-1)
<br>
'''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
=Introduction to the Fortuitous Arts=
Delve into the whims of fortune and master the art of manipulating luck itself - become a Chanceweaver!
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Flipoffate.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Flip of Fate
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the capricious nature of chance, flipping a coin as you cast this spell. If the coin lands on heads, one creature of your choice within range suffers the twist of fortune:
* They have disadvantage on attack rolls for the duration.
* They have disadvantage on saving throws for the duration.
* They take damage equal to 2d4 + your spell casting modifier.
If the coin lands on tails, the tables turn in their favor, granting them advantage on attack rolls and saving throws instead.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
|}
<br>
--SPACE FOR SECOND LEVEL SPELL--
<br>
[[File:Fortunesfrenzy.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Fortune's Frenzy
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small trinket resembling a slot machine lever)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || Upon casting this spell, you conjure the ephemeral essence of a slot machine, granting you three attempts to roll 5d6 and match specific combinations:
* '''One pair:''' Matching two of the same number on any two dice.
* '''Two pair:''' Matching two pairs of the same number on any four dice.
* '''Three of a kind:''' Matching three of the same number on any three dice.
* '''Straight:''' Matching consecutive numbers (e.g., 1-2-3-4-5 or 2-3-4-5-6) on all five dice.
* '''Jackpot:''' Rolling all sixes on all five dice.
<br>
If you match any of these combinations within three attempts, you gain the corresponding effects:
<br>
* '''One pair:'''
** All allies within 30 feet gain are healed for 1d4 + your spell casting modifier.
* '''Two pair:'''
** All allies within 30 feet gain are healed for 2d4 + your spell casting modifier.
** All allies within 30 feet gain +1 bonus to their AC for 1 minute.
* '''Three of a kind:'''
** All allies within 30 feet gain are healed for 3d4 + your spell casting modifier.
** All allies within 30 feet gain +1 bonus to their AC for 1 minute.
** All enemies within 30 feet gain disadvantage on their attack rolls for 1 minute.
* '''Straight:'''
** All allies within 30 feet gain are healed for 4d4 + your spell casting modifier.
** All allies within 30 feet gain +1 bonus to their AC for 1 minute.
** All enemies within 30 feet gain disadvantage on their attack rolls for 1 minute.
** All enemies within 30 feet have their AC reduced by 2 for 1 minute.
* '''Jackpot:'''
** All allies within 30 feet gain are healed for 5d4 + your spell casting modifier.
** All allies within 30 feet gain +3 bonus to their AC for 1 minute.
** All enemies within 30 feet gain disadvantage on their attack rolls for 1 minute.
** All enemies within 30 feet have their AC reduced by 4 for 1 minute.
** All enemies within 30 feet take damage equal to 8d4 + your spell casting modifier.
|-
|}
e57fa9e737051ef8501c4744974461a4bc7137ad
571
570
2024-04-23T17:04:10Z
Dnavas
2
/* Introduction to the Fortuitous Arts */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
= Introduction to Mana Manipulation =
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Principles of Elemental Magic =
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:''' Alderian Bradburn
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Enchantment and Illusion: Mastering the Art =
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:''' Lysandra Otto
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
= Alchemy and Potion Brewing =
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:''' Garrick Greer
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
= Magical Creatures and Beast Lore =
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:''' Cicero Holden
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
= Runic Inscriptions and Glyph Crafting =
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:''' Rowena Upton
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier +3 (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains +2 to their AC as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 2d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* They gain advantage on saving throws against being paralyzed, petrified, or restrained.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 25 feet away from them.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Divination & Celestial Magic =
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
A course exploring unique spellcasting methods, magical theory, and arcane rituals.
<br>
'''Professor:''' Isolde Howell
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
= Theoretical Studies in Transmutation =
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:''' Lyra Graves
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
= Artifacts and Relics: Unlocking Their Power =
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:''' Orion Faintree
<br>
'''Race:'''
<br>
[[File:Arcaneconduit.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Arcane Conduit
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You tap into the latent power of magical artifacts, summoning forth their essence to aid you in your endeavors. Choose one of the following artifacts when you cast this spell:
<br>
# '''Scepter of Brilliance:''' A radiant glow emanates from your hand, casting bright light in a 10-foot radius and dim light for an additional 10 feet. All allies within the radius gain advantage on their next attack roll.
# '''Amulet of Warding:''' A shimmering shield materializes around you, providing temporary hit points equal to your spellcasting ability modifier to yourself and all allies within 10 feet of you.
# '''Blade of Binding:''' A spectral sword appears in your hand, granting you a +1 bonus to attack and damage rolls. On a hit, the target must succeed on a Wisdom saving throw or be restrained until the start of your next turn.
# '''Cauldron of Chaos:''' You summon a swirling vortex of arcane energy, centered on a point within 30 feet of you. Each creature of your choice within a 10-foot radius of the point must make a Dexterity saving throw or take 2d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once you have chosen an artifact, its effect persists for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Reliquary.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Reliquary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of a broken artifact)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the mystical energies of ancient artifacts, summoning forth one of four relics at random to aid you in combat. Roll a d4 and consult the following list to determine which relic manifests:
<br>
# '''Shield of Sentinel:''' A shimmering shield of magical energy materializes in your hand, granting you a +2 bonus to AC until the end of your next turn. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
# '''Sword of Searing Light:''' A radiant longsword appears in your grasp, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. You can use your action to make a melee spell attack with the sword, dealing 2d8 radiant damage on a hit.
# '''Cloak of Shadows:''' A billowing cloak of darkness envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks until the end of your next turn.
# '''Orb of Arcane Amplification:''' An orb crackling with arcane energy hovers before you, pulsating with power. You can use your action to release a blast of magical energy in a 15-foot cone originating from the orb. Each creature in the area must make a Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once summoned, the chosen relic remains in existence for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Relicrecall.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Relic Recall
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small gemstone worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || By channeling the latent magical energies within your being, you invoke the power of ancient artifacts, sacrificing your lower-tier spells for access to potent relics. As you cast this spell, you must sacrifice all your remaining 1st-level spell slots.
<br>
Upon doing so, choose one of four powerful relics to manifest:
<br>
# '''Spellweaver's Wand:''' A masterfully crafted wand pulsating with arcane energy appears in your hand. While wielding this wand, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the magic missile spell (1st level) without expending a spell slot, targeting up to three creatures of your choice within range.
# '''Staff of the Celestial Sage:''' A staff adorned with celestial symbols materializes before you. While wielding this staff, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the cure wounds spell (1st level) without expending a spell slot, using your spellcasting ability modifier for healing.
# '''Cloak of the Ethereal Traveler:''' A billowing cloak woven from shadowstuff envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks. Additionally, you can use your action to become ethereal until the end of your next turn, allowing you to move through creatures and objects as if they were difficult terrain.
# '''Orb of the Elemental Magus:''' A swirling orb crackling with elemental energy forms above your outstretched hand. While holding this orb, you gain resistance to acid, cold, fire, lightning, or thunder damage (your choice). Additionally, you can use your action to cast the chromatic orb spell (1st level) without expending a spell slot, choosing the damage type when you cast it.
<br>
Once you choose a relic, it remains in your possession for the duration of the spell or until you dismiss it as a bonus action. If you lose concentration before the spell ends, the relic vanishes, and the spell slot sacrifices are lost.
|-
|}
= Magical Ethics and Moral Philosophy =
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:''' Lucian Archer
<br>
'''Race:'''
[[File:Principlesofethics.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Principles of Ethical Magic
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You attune your senses to the ethical implications of magical actions. For the duration, you gain the ability to detect moral conflicts or ethical dilemmas related to magic use within 30 feet of you. This sense allows you to discern whether a particular course of magical action could potentially harm innocent creatures, violate ethical principles, or have negative consequences. The DM will side-bar with you what you've been able to deduce.
<br>
Examples of ethical implications in magic use include:
<br>
# '''Harming Innocents:''' Using magic that causes harm to innocent creatures or bystanders without just cause.
# '''Manipulating Minds:''' Employing spells that manipulate or coerce the minds of others without their consent.
# '''Violating Consent:''' Casting spells that invade the privacy or violate the consent of individuals, such as scrying or charm spells.
# '''Unintended Consequences:''' Ignoring the potential unintended consequences of magical actions, such as creating harmful environmental effects or unleashing dangerous entities.
# '''Discriminatory Practices:''' Employing magic in ways that perpetuate discrimination, prejudice, or oppression against certain groups or individuals.
# '''Environmental Impact:''' Using magic that causes long-term damage to the environment or disrupts natural ecosystems.
# '''Disrupting Balance:''' Manipulating magical forces in a way that disrupts the natural balance of the world or the cosmic order.
# '''Exploiting Vulnerabilities:''' Exploiting vulnerabilities or weaknesses in others for personal gain or advantage through magical means.
# '''Ethical Research:''' Conducting magical research or experimentation without proper ethical considerations, potentially causing harm to subjects or ecosystems.
# '''Sacrificing Morality:''' Engaging in practices that require sacrificing one's own morality or ethical principles for the sake of power or knowledge.
<br>
Additionally, you gain advantage on Intelligence (Arcana) checks made to determine the ethical implications of a specific magical effect, item, or action.
|-
|}
<br>
[[File:Ethicafortitude.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Ethical Fortitude
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You project a powerful aura of ethical fortitude that enhances your charisma and moral influence. For the duration, your charisma score increases by 3, and you gain advantage on Charisma checks and saving throws.
<br>
This spell instills a deep sense of ethical conviction in the caster, amplifying their ability to inspire others and sway opinions through persuasive speech and moral leadership. It is often employed by leaders, diplomats, and advocates for justice who seek to rally support for noble causes and uphold moral principles in the face of adversity.
|-
|}
<br>
[[File:Condemnation.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Ethical Condemnation
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You invoke the principles of moral judgment to condemn those who act against ethical norms. Create a 20 foot sphere on a point you can see within range. Any creature within that sphere must make a Wisdom saving throw. On a failed save, the creature becomes ethically bound, suffering disadvantage on attack rolls, ability checks, and saving throws for the duration. Additionally, any attack roll made against the target by a creature within the spell's range (60 feet) gains advantage.
<br>
At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
|-
|}
= Arcane Engineering and Artificing =
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:''' Magnus Vitale
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Studies in Necromancy =
A course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:''' Dante Pierce
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3)
<br>
'''DEX''' 10 (+0)
<br>
'''CON''' 16 (+3)
<br>
'''INT''' 3 (-4)
<br>
'''WIS''' 8 (-1)
<br>
'''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
=Introduction to the Fortuitous Arts=
Delve into the whims of fortune and master the art of manipulating luck itself - become a Chanceweaver!
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Flipoffate.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Flip of Fate
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the capricious nature of chance, flipping a coin as you cast this spell. If the coin lands on heads, one creature of your choice within range suffers the twist of fortune:
* They have disadvantage on attack rolls for the duration.
* They have disadvantage on saving throws for the duration.
* They take damage equal to 2d4 + your spell casting modifier.
If the coin lands on tails, the tables turn in their favor, granting them advantage on attack rolls and saving throws instead.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
|}
<br>
--SPACE FOR SECOND LEVEL SPELL--
<br>
[[File:Fortunesfrenzy.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Fortune's Frenzy
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small trinket resembling a slot machine lever)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || Upon casting this spell, you conjure the ephemeral essence of a slot machine, granting you three attempts to roll 5d6 and match specific combinations:
* '''One pair:''' Matching two of the same number on any two dice.
* '''Two pair:''' Matching two pairs of the same number on any four dice.
* '''Three of a kind:''' Matching three of the same number on any three dice.
* '''Straight:''' Matching consecutive numbers (e.g., 1-2-3-4-5 or 2-3-4-5-6) on all five dice.
* '''Jackpot:''' Rolling all sixes on all five dice.
<br>
If you match any of these combinations within three attempts, you gain the corresponding effects:
<br>
* '''One pair:'''
** All allies within 30 feet are healed for 1d4 + your spell casting modifier.
* '''Two pair:'''
** All allies within 30 feet are healed for 2d4 + your spell casting modifier.
** All allies within 30 feet gain a +1 bonus to their AC for 1 minute.
* '''Three of a kind:'''
** All allies within 30 feet are healed for 3d4 + your spell casting modifier.
** All allies within 30 feet gain a +1 bonus to their AC for 1 minute.
** All enemies within 30 feet gain disadvantage on their attack rolls for 1 minute.
* '''Straight:'''
** All allies within 30 feet are healed for 4d4 + your spell casting modifier.
** All allies within 30 feet gain a +1 bonus to their AC for 1 minute.
** All enemies within 30 feet gain disadvantage on their attack rolls for 1 minute.
** All enemies within 30 feet have their AC reduced by 2 for 1 minute.
* '''Jackpot:'''
** All allies within 30 feet are healed for 5d4 + your spell casting modifier.
** All allies within 30 feet gain a +3 bonus to their AC for 1 minute.
** All enemies within 30 feet gain disadvantage on their attack rolls for 1 minute.
** All enemies within 30 feet have their AC reduced by 4 for 1 minute.
** All enemies within 30 feet take damage equal to 8d4 + your spell casting modifier.
|-
|}
5607480440841580b52858f935f0bb1b220f2e83
572
571
2024-04-23T22:51:26Z
Dnavas
2
/* Introduction to the Fortuitous Arts */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
= Introduction to Mana Manipulation =
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Principles of Elemental Magic =
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:''' Alderian Bradburn
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Enchantment and Illusion: Mastering the Art =
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:''' Lysandra Otto
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
= Alchemy and Potion Brewing =
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:''' Garrick Greer
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
= Magical Creatures and Beast Lore =
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:''' Cicero Holden
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
= Runic Inscriptions and Glyph Crafting =
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:''' Rowena Upton
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier +3 (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains +2 to their AC as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 2d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* They gain advantage on saving throws against being paralyzed, petrified, or restrained.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 25 feet away from them.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Divination & Celestial Magic =
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
A course exploring unique spellcasting methods, magical theory, and arcane rituals.
<br>
'''Professor:''' Isolde Howell
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
= Theoretical Studies in Transmutation =
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:''' Lyra Graves
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
= Artifacts and Relics: Unlocking Their Power =
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:''' Orion Faintree
<br>
'''Race:'''
<br>
[[File:Arcaneconduit.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Arcane Conduit
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You tap into the latent power of magical artifacts, summoning forth their essence to aid you in your endeavors. Choose one of the following artifacts when you cast this spell:
<br>
# '''Scepter of Brilliance:''' A radiant glow emanates from your hand, casting bright light in a 10-foot radius and dim light for an additional 10 feet. All allies within the radius gain advantage on their next attack roll.
# '''Amulet of Warding:''' A shimmering shield materializes around you, providing temporary hit points equal to your spellcasting ability modifier to yourself and all allies within 10 feet of you.
# '''Blade of Binding:''' A spectral sword appears in your hand, granting you a +1 bonus to attack and damage rolls. On a hit, the target must succeed on a Wisdom saving throw or be restrained until the start of your next turn.
# '''Cauldron of Chaos:''' You summon a swirling vortex of arcane energy, centered on a point within 30 feet of you. Each creature of your choice within a 10-foot radius of the point must make a Dexterity saving throw or take 2d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once you have chosen an artifact, its effect persists for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Reliquary.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Reliquary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of a broken artifact)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the mystical energies of ancient artifacts, summoning forth one of four relics at random to aid you in combat. Roll a d4 and consult the following list to determine which relic manifests:
<br>
# '''Shield of Sentinel:''' A shimmering shield of magical energy materializes in your hand, granting you a +2 bonus to AC until the end of your next turn. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
# '''Sword of Searing Light:''' A radiant longsword appears in your grasp, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. You can use your action to make a melee spell attack with the sword, dealing 2d8 radiant damage on a hit.
# '''Cloak of Shadows:''' A billowing cloak of darkness envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks until the end of your next turn.
# '''Orb of Arcane Amplification:''' An orb crackling with arcane energy hovers before you, pulsating with power. You can use your action to release a blast of magical energy in a 15-foot cone originating from the orb. Each creature in the area must make a Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once summoned, the chosen relic remains in existence for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Relicrecall.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Relic Recall
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small gemstone worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || By channeling the latent magical energies within your being, you invoke the power of ancient artifacts, sacrificing your lower-tier spells for access to potent relics. As you cast this spell, you must sacrifice all your remaining 1st-level spell slots.
<br>
Upon doing so, choose one of four powerful relics to manifest:
<br>
# '''Spellweaver's Wand:''' A masterfully crafted wand pulsating with arcane energy appears in your hand. While wielding this wand, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the magic missile spell (1st level) without expending a spell slot, targeting up to three creatures of your choice within range.
# '''Staff of the Celestial Sage:''' A staff adorned with celestial symbols materializes before you. While wielding this staff, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the cure wounds spell (1st level) without expending a spell slot, using your spellcasting ability modifier for healing.
# '''Cloak of the Ethereal Traveler:''' A billowing cloak woven from shadowstuff envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks. Additionally, you can use your action to become ethereal until the end of your next turn, allowing you to move through creatures and objects as if they were difficult terrain.
# '''Orb of the Elemental Magus:''' A swirling orb crackling with elemental energy forms above your outstretched hand. While holding this orb, you gain resistance to acid, cold, fire, lightning, or thunder damage (your choice). Additionally, you can use your action to cast the chromatic orb spell (1st level) without expending a spell slot, choosing the damage type when you cast it.
<br>
Once you choose a relic, it remains in your possession for the duration of the spell or until you dismiss it as a bonus action. If you lose concentration before the spell ends, the relic vanishes, and the spell slot sacrifices are lost.
|-
|}
= Magical Ethics and Moral Philosophy =
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:''' Lucian Archer
<br>
'''Race:'''
[[File:Principlesofethics.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Principles of Ethical Magic
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You attune your senses to the ethical implications of magical actions. For the duration, you gain the ability to detect moral conflicts or ethical dilemmas related to magic use within 30 feet of you. This sense allows you to discern whether a particular course of magical action could potentially harm innocent creatures, violate ethical principles, or have negative consequences. The DM will side-bar with you what you've been able to deduce.
<br>
Examples of ethical implications in magic use include:
<br>
# '''Harming Innocents:''' Using magic that causes harm to innocent creatures or bystanders without just cause.
# '''Manipulating Minds:''' Employing spells that manipulate or coerce the minds of others without their consent.
# '''Violating Consent:''' Casting spells that invade the privacy or violate the consent of individuals, such as scrying or charm spells.
# '''Unintended Consequences:''' Ignoring the potential unintended consequences of magical actions, such as creating harmful environmental effects or unleashing dangerous entities.
# '''Discriminatory Practices:''' Employing magic in ways that perpetuate discrimination, prejudice, or oppression against certain groups or individuals.
# '''Environmental Impact:''' Using magic that causes long-term damage to the environment or disrupts natural ecosystems.
# '''Disrupting Balance:''' Manipulating magical forces in a way that disrupts the natural balance of the world or the cosmic order.
# '''Exploiting Vulnerabilities:''' Exploiting vulnerabilities or weaknesses in others for personal gain or advantage through magical means.
# '''Ethical Research:''' Conducting magical research or experimentation without proper ethical considerations, potentially causing harm to subjects or ecosystems.
# '''Sacrificing Morality:''' Engaging in practices that require sacrificing one's own morality or ethical principles for the sake of power or knowledge.
<br>
Additionally, you gain advantage on Intelligence (Arcana) checks made to determine the ethical implications of a specific magical effect, item, or action.
|-
|}
<br>
[[File:Ethicafortitude.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Ethical Fortitude
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You project a powerful aura of ethical fortitude that enhances your charisma and moral influence. For the duration, your charisma score increases by 3, and you gain advantage on Charisma checks and saving throws.
<br>
This spell instills a deep sense of ethical conviction in the caster, amplifying their ability to inspire others and sway opinions through persuasive speech and moral leadership. It is often employed by leaders, diplomats, and advocates for justice who seek to rally support for noble causes and uphold moral principles in the face of adversity.
|-
|}
<br>
[[File:Condemnation.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Ethical Condemnation
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You invoke the principles of moral judgment to condemn those who act against ethical norms. Create a 20 foot sphere on a point you can see within range. Any creature within that sphere must make a Wisdom saving throw. On a failed save, the creature becomes ethically bound, suffering disadvantage on attack rolls, ability checks, and saving throws for the duration. Additionally, any attack roll made against the target by a creature within the spell's range (60 feet) gains advantage.
<br>
At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
|-
|}
= Arcane Engineering and Artificing =
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:''' Magnus Vitale
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Studies in Necromancy =
A course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:''' Dante Pierce
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3)
<br>
'''DEX''' 10 (+0)
<br>
'''CON''' 16 (+3)
<br>
'''INT''' 3 (-4)
<br>
'''WIS''' 8 (-1)
<br>
'''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
=Introduction to the Fortuitous Arts=
Delve into the whims of fortune and master the art of manipulating luck itself - become a Chanceweaver!
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Flipoffate.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Flip of Fate
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the capricious nature of chance, flipping a coin as you cast this spell. If the coin lands on heads, one creature of your choice within range suffers the twist of fortune:
* They have disadvantage on attack rolls for the duration.
* They have disadvantage on saving throws for the duration.
* They take damage equal to 2d4 + your spell casting modifier.
If the coin lands on tails, the tables turn in their favor, granting them advantage on attack rolls and saving throws instead.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
|}
<br>
--SPACE FOR SECOND LEVEL SPELL--
<br>
[[File:Fortunesfrenzy.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Fortune's Frenzy
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small trinket resembling a slot machine lever)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure the ephemeral essence of a slot machine, granting you three attempts to roll 5d6 and match specific combinations. If you match any of these combinations within three attempts, you gain the corresponding effects:
<br>
*'''One Pair:''' Matching two of the same number on any two dice.
**All allies within 30 feet regain hit points equal to 1d6 + your spellcasting ability modifier.
*'''Two Pair:''' Matching two pairs of the same number on any four dice.
**All allies within 30 feet regain hit points equal to 2d6 + your spellcasting ability modifier.
**All allies within 30 feet gain a +1 bonus to their AC for 1 minute.
*'''Three of a Kind:''' Matching three of the same number on any three dice.
**All allies within 30 feet regain hit points equal to 3d6 + your spellcasting ability modifier.
**All allies within 30 feet gain a +1 bonus to their AC for 1 minute.
**All enemies within 30 feet have disadvantage on their next attack roll.
*'''Straight:''' Matching consecutive numbers (e.g., 1-2-3-4-5 or 2-3-4-5-6) on all five dice.
**All allies within 30 feet regain hit points equal to 4d6 + your spellcasting ability modifier.
**All allies within 30 feet gain a +1 bonus to their AC for 1 minute.
**All enemies within 30 feet have disadvantage on their next attack roll.
**All enemies within 30 feet have their speed halved for 1 minute.
*'''Jackpot:''' Rolling all sixes on all five dice.
**All allies within 30 feet regain hit points equal to 5d6 + your spellcasting ability modifier.
**All allies within 30 feet gain a +2 bonus to their AC for 1 minute.
**All enemies within 30 feet have disadvantage on their next attack roll.
**All enemies within 30 feet have their speed halved for 1 minute.
**All enemies within 30 feet take damage equal to 6d6 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing and damage increase by 1d6 for each slot level above 3rd.
|}
a5bdafc2005a79d8d4ba0999e161548778e7edd9
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2024-04-23T23:12:13Z
Dnavas
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/* Introduction to the Fortuitous Arts */
wikitext
text/x-wiki
[[File:Classroom.png|frame|left]]
Whilst at [[Wulfram and Wayne]] students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in electives. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
= Introduction to Mana Manipulation =
A foundational course exploring the fundamental principles of arcane magic, mana manipulation, spellcasting techniques, and the nature of magical energy.
<br>
<br>
'''Professor:''' Thaddeus Emberforge
<br>
'''Race:''' Dwarf
<br>
{| class="wikitable"
|+ 1st Level Spell: Mana Drain
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach out and siphon mana from your own life force, sacrificing your vitality to empower your spells. When you cast this spell, you can choose to expend hit points instead of spending a spell slot. For every 2 hit points you expend, you can cast a 1st-level spell without expending a spell slot. The maximum number of hit points you can expend to cast a spell in this way is equal to your caster level.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can cast spells of a higher level without expending additional hit points. For example, if you cast this spell using a 2nd-level spell slot, you can cast a 2nd-level spell without expending a spell slot, but you must still expend hit points as described above.
|}
<br>
[[File:Manadisrupt.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Mana Disruption
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You disrupt the flow of mana within a creature's body, causing interference with their ability to cast spells. Choose one creature within range. The target must make a Constitution saving throw. On a failed save, the creature's mana channels become disrupted, and it has disadvantage on spell attack rolls and saving throws against spells for the duration. Additionally, whenever the target attempts to cast a spell, it must succeed on a Constitution saving throw or the spell fails and is wasted.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
|}
<br>
[[File:Arcaneovercharge.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Overcharge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small crystal infused with magical energy)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You channel a surge of raw arcane energy, sacrificing lower-level spells to unleash a devastating blast. When you cast this spell, you expend all available 1st-level spell slots. For each spell slot expended in this way, choose a creature within 30 feet of you. Each chosen creature takes 2d8 force damage per spell slot expended, and they must make a Dexterity saving throw. On a failed save, they are pushed 10 feet away from you and knocked prone.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Principles of Elemental Magic =
An in-depth study of the elemental forces—earth, air, fire, and water—examining their properties, interactions, and applications in spellcasting.
<br>
'''Professor:''' Alderian Bradburn
<br>
'''Race:'''
[[File:Frostshield.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Frost Shield
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You summon a protective shield of frost around yourself, granting you and nearby allies additional protection against attacks. For the duration, you and creatures of your choice within 20 feet of you gain a +1 bonus to AC as icy shards swirl around you, deflecting incoming blows.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the AC bonus increases by 1 for each slot level above 1st.
|}
<br>
[[File:Retributive.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Retributive Flame
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 reaction, which you take when you or a creature you can see within 30 feet of you is hit by an attack
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call forth protective flames that retaliate against those who dare to strike you or your allies. When you or a creature you can see within range is hit by an attack, flames burst from the point of impact. The attacker takes fire damage equal to 2d6 + your spellcasting ability modifier, provided they are within 10 feet of the target.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Additionally, you can target an additional creature within range for each slot level above 2nd, but the additional targets must be within 10 feet of each other.
|}
<br>
[[File:Elementalsurge.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elemental Surge
|-
| '''School:''' || Evocation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small vial containing a pinch of elemental dust of each type: fire, ice, earth, and air)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You harness the chaotic forces of the elements, calling forth their power to surge around you. Roll a d4 to determine which elemental surge manifests:
<br>
#'''Fire Surge:''' Flames erupt from your hands, engulfing nearby enemies. Each creature of your choice within 10 feet of you must make a Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is considered burned, taking 2d6 fire damage on each of its turns for 1 minute.
#'''Ice Surge:''' A freezing blast emanates from you, encasing enemies in ice. Each creature of your choice within 10 feet of you must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is restrained until the end of its next turn.
#'''Earth Surge:''' Rocks and debris swirl around you, battering enemies with force. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
#'''Air Surge:''' A whirlwind forms around you, buffeting enemies with gusts of wind. Each creature of your choice within 10 feet of you must make a Strength saving throw. A creature takes 4d6 thunder damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails its save is pushed 10 feet away from you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the spell increases by 10 feet for each slot level above 3rd.
|}
= Enchantment and Illusion: Mastering the Art =
A comprehensive exploration of enchantment and illusion magic, delving into techniques for beguiling the senses, altering perceptions, and crafting magical charms.
<br>
'''Professor:''' Lysandra Otto
<br>
'''Race:'''
<br>
[[File:Miragestrike.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mirage Strike
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create illusory duplicates of yourself that swirl and dance around you, confusing your enemies and making it difficult for them to discern your true location. When you cast this spell, three illusory duplicates appear in unoccupied spaces within 5 feet of you.
<br>
Until the spell ends, whenever a creature targets you with an attack or harmful spell that requires an attack roll, roll a d20 to determine whether the attack targets you or one of your illusory duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
<br>
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate can also be destroyed by an effect that deals damage. A duplicate can be distinguished from you by any creature that can see it, as the duplicates cannot take actions or move.
<br>
Additionally, when you cast this spell, you can make a melee spell attack against one creature within 5 feet of you as a part of the casting. On a hit, the target takes 1d8 psychic damage.
|-
| '''At Higher Levels:''' || hen you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Additionally, you create one additional illusory duplicate for each slot level above 1st, up to a maximum of six duplicates.
|}
<br>
[[File:Distraction.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Illusory Distraction
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V,S,M(a small piece of fleece)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an illusory distraction at a point you can see within range. The distraction appears as a harmless visual or auditory phenomenon, such as a fluttering butterfly, a sudden noise, or a fleeting shadow. The distraction is believable and realistic, and it can be tailored to fit the environment.
<br>
Any creature that can see or hear the distraction must make an Intelligence saving throw or become distracted by it until the spell ends or until the creature takes damage. A distracted creature is incapacitated and has disadvantage on Wisdom (Perception) checks made to perceive anything other than the illusion. If the illusion is an auditory phenomenon, creatures are also deafened while distracted.
<br>
<br>
At the start of each of its turns, a distracted creature can repeat the saving throw, ending the effect on itself on a success. If a creature's saving throw is successful, or if it takes damage, it realizes the illusion is false and the spell ends for that creature.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusionary distraction for each slot level above 2nd. Each distraction must be created within 30 feet of another distraction created by this spell. Additionally, the duration increases by 1 minute for each slot level above 2nd.
|}
<br>
[[File:Shadowveil.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Shadow Veil
|-
| '''School:''' || Illusion
|-
| '''Casting Time:''' || 1 bonus action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You shroud yourself in a cloak of shifting shadows, obscuring your form and making it difficult for enemies to track your movements. When you cast this spell, you become heavily obscured until the spell ends, or until you make an attack, cast a spell, or use a feature that affects visibility.
<br>
While heavily obscured by this spell, you gain advantage on Dexterity (Stealth) checks to hide, and you can attempt to hide even when you are only lightly obscured. Additionally, after you make an attack or cast a spell that targets a creature, you automatically gain the benefits of the Hide action, provided there is cover or other concealment nearby that you could reasonably use to hide.
<br>
The shadowy veil grants you advantage on Dexterity saving throws made to avoid being detected by creatures that rely on sight, and you have disadvantage on Wisdom (Perception) checks made to detect creatures while you are hidden in this way.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 10 seconds for each slot level above 2nd.
|}
= Alchemy and Potion Brewing =
A hands-on course in the art of alchemy, covering the creation of potions, elixirs, and magical concoctions using herbs, minerals, and mystical reagents.
<br>
'''Professor:''' Garrick Greer
<br>
'''Race:'''
[[File:Concoction.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Alchemical Concoction
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a set of alchemical tools and ingredients worth at least 25 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You brew a batch of alchemical concoctions, creating up to four potions of your choice from the following options:
<br>
* '''Potion of Healing:''' The imbiber regains 2d4 + 2 hit points.
* '''Potion of Resistance:''' The imbiber gains resistance to one type of damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder) for 1 hour.
* '''Potion of Invisibility:''' The imbiber becomes invisible for up to 1 hour or until they attack or cast a spell.
* '''Potion of Enhance Ability:''' The imbiber gains advantage on ability checks of one type chosen from the following: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. This effect lasts for 1 hour.
<br>
The potions created by this spell are non-magical and cannot be used to create duplicates of magical potions. They must be consumed within 24 hours, or they lose their potency and become inert.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the number of potions you can create increases by one for each slot level above 1st. Additionally, for each slot level above 1st, you can choose an additional potion option from the list.
|}
<br>
[[File:Alchemicalgrenade.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Alchemical Grenade
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You concoct an alchemical grenade infused with volatile substances that explode upon impact. Roll a d4 to determine which potion the grenade contains when it is thrown. The potion's effects are resolved immediately upon impact.
<br>
#'''Acidic Flask:''' The grenade explodes on impact, releasing a burst of acid that deals 3d6 acid damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Frost Bomb:''' The grenade explodes on impact, releasing a chilling blast of cold air that deals 3d6 cold damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Constitution saving throw, taking half damage on a success.
#'''Flame Burst:''' The grenade explodes on impact, unleashing a fiery explosion that deals 3d6 fire damage to all creatures in a 10-foot radius sphere centered on the impact point. Each affected creature must make a Dexterity saving throw, taking half damage on a success.
#'''Toxin Vial:''' The grenade shatters upon impact, releasing a cloud of poisonous gas that extends out in a 10-foot radius sphere centered on the impact point. Creatures within the area must make a Constitution saving throw or take 3d6 poison damage and become poisoned for 1 minute. On a successful save, they take half damage and are not poisoned.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the grenade increases by 1d6 for each slot level above 2nd. Additionally, you can choose to brew an additional potion option for each slot level above 2nd.
|}
<br>
[[File:Eov.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Elixir of Vitality
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a vial of alchemical reagents worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure an alchemical brew known as the Elixir of Vitality, which imbues those who drink it with rejuvenating energy. Roll a d4 to determine which potion the Elixir of Vitality produces when it is brewed. The potion's effects are immediate upon consumption.
<br>
#'''Minor Healing Draught:''' The Elixir of Vitality creates a glowing blue potion that restores 2d8 + 2 hit points to the creature who drinks it.
#'''Greater Healing Elixir:''' The Elixir of Vitality produces a shimmering green potion that restores 4d8 + 4 hit points to the creature who imbibes it.
#'''Superior Restorative Serum:''' The Elixir of Vitality manifests a radiant golden potion that restores 8d8 + 8 hit points to the creature who consumes it.
#'''Elixir of Life:''' The Elixir of Vitality yields a sparkling silver potion that bestows the benefits of the Greater Restoration spell upon the creature who ingests it, curing all diseases and conditions affecting them and restoring 2d8 + 2 hit points.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing provided by each potion option increases by 1d8 for each slot level above 3rd. Additionally, you can choose to brew an additional potion option for each slot level above 3rd.
|}
= Magical Creatures and Beast Lore =
An exploration of magical creatures, from mythical beasts to familiars, studying their behaviors, habitats, and magical properties.
<br>
'''Professor:''' Cicero Holden
<br>
'''Race:'''
[[File:Arcaneaviary.png|frame|right]]
{| class="wikitable"
|+ 1st Level Spell: Call of the Arcane Aviary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane runes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure the ethereal presence of an arcane aviary, beckoning forth one of four magical birds to aid you and your allies in battle. Upon casting this spell, choose one of the following magical birds to summon:
<br>
#'''Zephyr Songbird:''' When summoned, the Zephyr Songbird emits a soothing melody, granting all allies within 30 feet temporary hit points equal to your spellcasting ability modifier at the start of each of their turns. These temporary hit points last until the end of their turn.
#'''Flare Phoenix:''' The Flare Phoenix appears in a burst of radiant flames, illuminating the area around you. All enemies within 30 feet of you must make a Dexterity saving throw or take 1d6 radiant damage on a failed save, or half as much damage on a successful one. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
#'''Gust Gryphon:''' The Gust Gryphon swoops down to unleash a powerful gust of wind, affecting a 15-foot cone originating from you. All enemies in the cone must make a Strength saving throw or be pushed back 10 feet away from you and knocked prone.
#'''Shadow Raven:''' The Shadow Raven envelops the area in magical darkness, casting a 20-foot radius sphere of shadowy gloom centered on a point within 60 feet of you. This darkness persists for the duration of the spell and spreads around corners. Creatures with darkvision cannot see through this darkness.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned bird to take one of the following actions: Attack (using the bird's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the Flare Phoenix option increases by 1d6 for each slot level above 1st. Additionally, you can summon an additional magical bird for each slot level above 1st.
|}
<br>
[[File:Flamespider.png|frame|left]]
{| class="wikitable"
|+ 2nd Level Spell: Conjure Arcane Bestiary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small silver whistle adorned with arcane symbols)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon forth the essence of one of four magical beasts to aid you in battle. Upon casting this spell, choose one of the following magical beasts to summon:
<br>
#'''Ice Toad:''' The Ice Toad appears in a flurry of frost and snow, leaping towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 cold damage and have its movement speed reduced by 10 feet until the end of its next turn.
#'''Cockatrice:''' The Cockatrice materializes with a petrifying gaze, fixing its eyes on a creature within 30 feet of you. The target must succeed on a Constitution saving throw or become restrained as its flesh begins to harden into stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
#'''Fire Spider:''' The Fire Spider emerges with flames dancing along its legs, scuttling towards a target within 30 feet of you. The target must succeed on a Dexterity saving throw or take 2d6 fire damage and be ignited, taking an additional 2d6 fire damage at the start of each of its turns until it takes an action to extinguish the flames.
#'''Flumph:''' The Flumph descends with an aura of psychic energy, emitting a wave of psychic vibrations in a 15-foot cone originating from you. Creatures caught in the cone must succeed on an Intelligence saving throw or take 2d6 psychic damage and be stunned until the end of their next turn.
<br>
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned beast to take one of the following actions: Attack (using the beast's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the summoned beasts increases by 1d6 for each slot level above 2nd. Additionally, you can summon an additional magical beast for each slot level above 2nd.
|}
<br>
[[File:Wrymlinghorde.png|frame|right]]
{| class="wikitable"
|+ 3rd Level Spell: Wrymling Horde
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a flute made of dragon bone costing 250 gp, which the spell does '''not''' consume)
|-
| '''Duration:''' || Concentration, 30 seconds (3 turns)
|-
| '''Description:''' || You harness the arcane energies and blow into your dragon bone flute, summoning forth the one of four different types of wyrmlings to aid you in battle. Upon casting this spell, roll a d4 to determine which wyrmling is summoned:
<br>
#'''Fire Wyrmling:''' A fiery red wyrmling bursts forth from the ground, breathing a line of fire in a 30-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
#'''Frost Wyrmling:''' A frost-covered blue wyrmling materializes, releasing a blast of freezing cold in a 15-foot cone originating from its position. Each creature in the cone must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by 10 feet until the end of their next turn.
#'''Acid Wyrmling:''' A green-scaled wyrmling slithers into existence, spewing a glob of corrosive acid at a target within 60 feet. The target must succeed on a Dexterity saving throw or take 4d6 acid damage and have its AC reduced by 2 for 1 minute as the acid eats away at its armor.
#'''Lightning Wyrmling:''' A crackling yellow wyrmling appears with sparks dancing along its scales, releasing a surge of electricity in a 20-foot radius sphere centered on a point within 60 feet. Each creature in the area must make a Dexterity saving throw, taking 4d6 lightning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.
While maintaining concentration on this spell, you can use a bonus action on subsequent turns to command the summoned wyrmling to take one of the following actions: Attack (using the wyrmling's natural attacks), Dash, Disengage, Dodge, Help, or Hide.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the damage dealt by the summoned wyrmlings increases by 1d6 for each slot level above 3rd. Additionally, you can summon an additional wyrmling for each slot level above 3rd.
|}
= Runic Inscriptions and Glyph Crafting =
A study of runic magic, focusing on the creation and activation of magical glyphs and symbols for protection, communication, and empowerment.
<br>
'''Professor:''' Rowena Upton
<br>
'''Race:'''
[[File:Glyph1.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Glyph of Aiding
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of diamond dust worth 10 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and imbue it with a magical glyph of empowerment. For the duration, the target gains a bonus to damage rolls equal to your spellcasting ability modifier +3 (minimum of +1). Additionally, whenever the target rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Glyph2.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Glyph of Fortification
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a protective glyph upon them. For the duration, the target gains +2 to their AC as well as resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, the target has advantage on saving throws against being paralyzed, petrified, or restrained.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
|}
<br>
[[File:Glyph3.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Glyph of Empowerment
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Touch
|-
| '''Components:''' || V, S, M (a small piece of mithril worth 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You touch a willing creature and inscribe a powerful glyph upon them, imbuing them with enhanced abilities. For the duration, the target gains the following benefits:
* Their melee or spell attacks deal an extra 2d6 force damage.
* They have advantage on saving throws against spells and magical effects.
* They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* They gain advantage on saving throws against being paralyzed, petrified, or restrained.
* Once per turn, when they hit a creature with a melee or spell attack, they can choose to push the target up to 25 feet away from them.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Divination & Celestial Magic =
An examination of celestial phenomena and their influence on magic, including star charts, planetary alignments, and astrological divination.
<br>
'''Professor:'''Elena Yurr
<br>
'''Race:''' Tiefling
<br>
[[File:Tea.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Brew of Insight
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V,S,M(a cup of tea leaves)
|-
| '''Duration:''' || 1 hour
|-
| '''Description:''' || You perform a mystical tea leaf reading, channeling the essence of the leaves to grant insight and guidance to yourself and nearby allies. When you cast this spell, you sip from the cup of tea leaves and then scatter the remaining leaves on a flat surface. As the leaves settle, you focus your magical energies, interpreting the patterns and shapes they form to uncover hidden knowledge and potential future events.
<br>
Upon completion of the tea leaf reading, you and up to five willing creatures of your choice within 30 feet gain the following benefits for the duration:
<br>
* Advantage on Intelligence (Investigation) and Wisdom (Insight) checks.
* Advantage on saving throws against being charmed or frightened.
<br>
Additionally, if any of the affected creatures are under the effects of a curse or similar affliction, they may make a Wisdom saving throw against the caster's spell save DC. On a success, the curse's effects are temporarily suppressed for the duration of the spell.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 1 hour for each slot level above 1st. Additionally, you can target one additional creature for each slot level above 1st.
|}
<br>
[[File:Fatefuldraw.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fateful Draw
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a deck of tarot cards)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You draw upon the mystic power of tarot cards to unveil the fates of your enemies. When you cast this spell, you draw a card from the deck and unleash its effects upon a creature within range. Roll a d4 to determine the effect based on the card drawn:
<br>
# '''The Fool:''' The target must succeed on a Wisdom saving throw or become charmed for 1 minute as they are overwhelmed with feelings of foolishness and recklessness. While charmed in this way, the target's speed is halved, and it must use its action each turn to move in a random direction.
# '''The Tower:''' The target must make a Dexterity saving throw or take 2d6 force damage as a spectral tower materializes around them, collapsing inwards and crushing them with unseen force.
# '''The Hanged Man:''' The target must succeed on a Constitution saving throw or become paralyzed for 10 seconds, missing their next turn, as they are ensnared in spectral ropes, suspending them upside down in mid-air.
# '''The Star:''' The target gains temporary hit points equal to 1d6 + your spellcasting ability modifier as they are imbued with the rejuvenating energy of the cosmos, granting them a brief respite from harm.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage/healing increases by 1d6 for each slot level above 2nd. Additionally, you can draw and unleash an additional card for each slot level above 2nd, up to a maximum of four cards at 4th level or higher.
|}
<br>
[[File:Celestialalignment.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Celestial Alignment
|-
| '''School:''' || Divinitation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of starlight-infused crystal)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the cosmic forces of the stars to align in your favor, granting you insight and guidance. When you cast this spell, you attune your senses to the celestial bodies above, gaining advantage on all Intelligence (Arcana) and Wisdom (Insight) checks for the duration.
<Br>
Additionally, while the spell is active, you can use a bonus action on each of your turns to roll a d10 and add the result to any melee/spell attack roll or saving throw you make before the end of your turn, as you harness the power of the aligned stars to aid your actions.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.
|}
= Avant-Garde Spellcasting Techniques: A Niche Assortment =
A course exploring unique spellcasting methods, magical theory, and arcane rituals.
<br>
'''Professor:''' Isolde Howell
<br>
'''Race:'''
<br>
[[File:Riposte.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Riposte
|-
| '''School:''' || Abjuration
|-
| '''Casting Time:''' || 1 reaction, which you take when a creature within 60 feet of you that you can see is hit by an attack
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You create an ethereal sword that lashes out at the creature that attacked your ally. Make a melee spell attack against the creature. On a hit, the target takes force damage equal to 1d6 + your spellcasting ability modifier.
<Br>
The ethereal sword remains active for the duration of the spell, retaliating whenever an ally within range is attacked. It strikes with the same damage roll as above.
|-
|}
<br>
[[File:Terraintransmutation.png|frame]]
{| class="wikitable"
|+ 2nd Level Spell: Terrain Transmutation
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You alter a 15 foot square of terrain beneath a target creature within range with. Choose one of the following options:
<br>
# '''Quicksand:''' The ground beneath the target becomes quicksand, making it difficult terrain. The target must succeed on a Dexterity saving throw or become restrained until the start of its next turn.
# '''Stone Grasp:''' The ground erupts with stone tendrils that attempt to grapple the target. The target must succeed on a Strength saving throw or be restrained until the end of its next turn.
# '''Vines of Thorns:''' Thorns and vines burst from the ground, entangling the target. The target must succeed on a Dexterity saving throw or take 2d6 piercing damage and be restrained until the end of its next turn.
# '''Slippery Ice:''' The ground becomes slick with ice, causing the target to lose its footing. The target must succeed on a Dexterity saving throw or fall prone. Additionally, the area becomes difficult terrain for the duration of the spell.
|-
|}
<br>
[[File:Atmosphericdistortion.png|left|frame]]
{| class="wikitable"
|+ 3rd Level Spell: Atmospheric Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the air pressure around a creature within range, causing it to suffer various maladies. Choose one of the following effects:
<br>
# '''Pressure Crush:''' The air pressure around the target increases suddenly, causing intense pressure on its body. The target must succeed on a Constitution saving throw or take 4d8 force damage and be pushed 10 feet away from you.
# '''Pressure Drop:''' The air pressure around the target decreases rapidly, causing disorientation and dizziness. The target must succeed on a Wisdom saving throw or be incapacitated until the end of its next turn.
# '''Pressure Surge:''' The air pressure fluctuates erratically, causing the target to become disoriented and lose its balance. The target must succeed on a Dexterity saving throw or fall prone and be unable to take reactions until the end of its next turn.
# '''Pressure Burst:''' The air pressure around the target increases suddenly and then releases, causing the target to be pushed forcefully away. The target must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone.
|-
|}
= Theoretical Studies in Transmutation =
A theoretical examination of transmutation magic, exploring the principles of transformation, shape-shifting, and alchemical transmutation.
<br>
'''Professor:''' Lyra Graves
<br>
'''Race:'''
[[File:ElementalHowling.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Elemental Howling
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You tap into the primal forces of nature, allowing yourself to take on the form of one of four elemental wolves: Fire, Ice, Lightning, or Earth. Roll a d4 to determine which aspect you embody:
<br>
# '''Fire Wolf:''' You transform into a fiery wolf wreathed in flames. While in this form, your attacks deal an additional 1d6 fire damage, and creatures that start their turn within 5 feet of you take 1d6 fire damage.
# '''Ice Wolf:''' You morph into an icy wolf with frost-covered fur. Your attacks deal an additional 1d6 cold damage, and creatures hit by your attacks must succeed on a Constitution saving throw or have their movement speed halved until the end of their next turn.
# '''Lightning Wolf:''' You take on the form of a crackling wolf surrounded by arcs of electricity. Your attacks deal an additional 1d6 lightning damage, and creatures hit by your attacks must succeed on a Dexterity saving throw or be stunned until the end of their next turn.
# '''Earth Wolf:''' You assume the guise of a sturdy wolf with rocky skin. Your attacks deal an additional 1d6 bludgeoning damage, and you gain resistance to non-magical bludgeoning, piercing, and slashing damage while in this form.
<br>
While transformed, you retain your Intelligence, Wisdom, and Charisma scores, as well as your alignment and personality. You also retain the benefit of any features from your class, race, or other source and can cast spells. Your statistics and capabilities are otherwise replaced by those of the chosen wolf form.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each slot level above 1st. Additionally, the duration increases by 1 hour for each slot level above 1st, up to a maximum of 8 hours.
|}
<br>
[[File:Moleculardistortion.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Molecular Distortion
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You manipulate the molecular structure of a creature or object within range, causing it to become ethereal and pass through obstacles with ease. Choose one creature or object that you can see within range. Until the spell ends, the target gains the following benefits:
<br>
* The target becomes incorporeal and can move through solid objects, including walls, floors, and ceilings, as if they were difficult terrain. The target can move through up to 5 feet of solid material on each turn.
* The target gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* The target can move freely through the space of other creatures without provoking opportunity attacks.
<br>
If the target ends its turn inside an object, it takes force damage equal to 1d10 + your spellcasting ability modifier. If the target ends its turn inside a creature, the creature takes force damage equal to 1d10 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
|}
<br>
[[File:Arcanevelocity.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Arcane Velocity
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small vial of quicksilver)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' ||
You infuse a willing creature with an intense surge of arcane energy, supercharging its speed and reflexes to supernatural levels. Choose a target within range. Until the spell ends, the target gains the following benefits:
<br>
* Its speed is doubled.
* It gains a +2 bonus to its AC.
* It has advantage on Dexterity saving throws.
* It gains an additional action on each of its turns. This action can be used only to take the Attack (one weapon attack) action or to cast a spell of 3rd level or lower.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
|}
= Artifacts and Relics: Unlocking Their Power =
An examination of magical artifacts and relics, studying their history, powers, and methods for activation and attunement.
<br>
'''Professor:''' Orion Faintree
<br>
'''Race:'''
<br>
[[File:Arcaneconduit.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Arcane Conduit
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You tap into the latent power of magical artifacts, summoning forth their essence to aid you in your endeavors. Choose one of the following artifacts when you cast this spell:
<br>
# '''Scepter of Brilliance:''' A radiant glow emanates from your hand, casting bright light in a 10-foot radius and dim light for an additional 10 feet. All allies within the radius gain advantage on their next attack roll.
# '''Amulet of Warding:''' A shimmering shield materializes around you, providing temporary hit points equal to your spellcasting ability modifier to yourself and all allies within 10 feet of you.
# '''Blade of Binding:''' A spectral sword appears in your hand, granting you a +1 bonus to attack and damage rolls. On a hit, the target must succeed on a Wisdom saving throw or be restrained until the start of your next turn.
# '''Cauldron of Chaos:''' You summon a swirling vortex of arcane energy, centered on a point within 30 feet of you. Each creature of your choice within a 10-foot radius of the point must make a Dexterity saving throw or take 2d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once you have chosen an artifact, its effect persists for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Reliquary.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Reliquary
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of a broken artifact)
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the mystical energies of ancient artifacts, summoning forth one of four relics at random to aid you in combat. Roll a d4 and consult the following list to determine which relic manifests:
<br>
# '''Shield of Sentinel:''' A shimmering shield of magical energy materializes in your hand, granting you a +2 bonus to AC until the end of your next turn. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
# '''Sword of Searing Light:''' A radiant longsword appears in your grasp, shedding bright light in a 15-foot radius and dim light for an additional 15 feet. You can use your action to make a melee spell attack with the sword, dealing 2d8 radiant damage on a hit.
# '''Cloak of Shadows:''' A billowing cloak of darkness envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks until the end of your next turn.
# '''Orb of Arcane Amplification:''' An orb crackling with arcane energy hovers before you, pulsating with power. You can use your action to release a blast of magical energy in a 15-foot cone originating from the orb. Each creature in the area must make a Dexterity saving throw, taking 3d6 force damage on a failed save, or half as much damage on a successful one.
<br>
Once summoned, the chosen relic remains in existence for the duration of the spell or until you lose concentration.
|-
|}
<br>
[[File:Relicrecall.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Relic Recall
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small gemstone worth at least 50 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || By channeling the latent magical energies within your being, you invoke the power of ancient artifacts, sacrificing your lower-tier spells for access to potent relics. As you cast this spell, you must sacrifice all your remaining 1st-level spell slots.
<br>
Upon doing so, choose one of four powerful relics to manifest:
<br>
# '''Spellweaver's Wand:''' A masterfully crafted wand pulsating with arcane energy appears in your hand. While wielding this wand, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the magic missile spell (1st level) without expending a spell slot, targeting up to three creatures of your choice within range.
# '''Staff of the Celestial Sage:''' A staff adorned with celestial symbols materializes before you. While wielding this staff, you gain a +2 bonus to spell attack rolls and spell save DC. Additionally, you can use your action to cast the cure wounds spell (1st level) without expending a spell slot, using your spellcasting ability modifier for healing.
# '''Cloak of the Ethereal Traveler:''' A billowing cloak woven from shadowstuff envelops you, granting you advantage on Dexterity (Stealth) checks and providing half-cover against ranged attacks. Additionally, you can use your action to become ethereal until the end of your next turn, allowing you to move through creatures and objects as if they were difficult terrain.
# '''Orb of the Elemental Magus:''' A swirling orb crackling with elemental energy forms above your outstretched hand. While holding this orb, you gain resistance to acid, cold, fire, lightning, or thunder damage (your choice). Additionally, you can use your action to cast the chromatic orb spell (1st level) without expending a spell slot, choosing the damage type when you cast it.
<br>
Once you choose a relic, it remains in your possession for the duration of the spell or until you dismiss it as a bonus action. If you lose concentration before the spell ends, the relic vanishes, and the spell slot sacrifices are lost.
|-
|}
= Magical Ethics and Moral Philosophy =
A philosophical exploration of ethical dilemmas and moral considerations in magical practice, including issues of responsibility, power, and consent.
<br>
'''Professor:''' Lucian Archer
<br>
'''Race:'''
[[File:Principlesofethics.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Principles of Ethical Magic
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You attune your senses to the ethical implications of magical actions. For the duration, you gain the ability to detect moral conflicts or ethical dilemmas related to magic use within 30 feet of you. This sense allows you to discern whether a particular course of magical action could potentially harm innocent creatures, violate ethical principles, or have negative consequences. The DM will side-bar with you what you've been able to deduce.
<br>
Examples of ethical implications in magic use include:
<br>
# '''Harming Innocents:''' Using magic that causes harm to innocent creatures or bystanders without just cause.
# '''Manipulating Minds:''' Employing spells that manipulate or coerce the minds of others without their consent.
# '''Violating Consent:''' Casting spells that invade the privacy or violate the consent of individuals, such as scrying or charm spells.
# '''Unintended Consequences:''' Ignoring the potential unintended consequences of magical actions, such as creating harmful environmental effects or unleashing dangerous entities.
# '''Discriminatory Practices:''' Employing magic in ways that perpetuate discrimination, prejudice, or oppression against certain groups or individuals.
# '''Environmental Impact:''' Using magic that causes long-term damage to the environment or disrupts natural ecosystems.
# '''Disrupting Balance:''' Manipulating magical forces in a way that disrupts the natural balance of the world or the cosmic order.
# '''Exploiting Vulnerabilities:''' Exploiting vulnerabilities or weaknesses in others for personal gain or advantage through magical means.
# '''Ethical Research:''' Conducting magical research or experimentation without proper ethical considerations, potentially causing harm to subjects or ecosystems.
# '''Sacrificing Morality:''' Engaging in practices that require sacrificing one's own morality or ethical principles for the sake of power or knowledge.
<br>
Additionally, you gain advantage on Intelligence (Arcana) checks made to determine the ethical implications of a specific magical effect, item, or action.
|-
|}
<br>
[[File:Ethicafortitude.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Ethical Fortitude
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small piece of adamantine worth 25 gp, which the spell consumes)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You project a powerful aura of ethical fortitude that enhances your charisma and moral influence. For the duration, your charisma score increases by 3, and you gain advantage on Charisma checks and saving throws.
<br>
This spell instills a deep sense of ethical conviction in the caster, amplifying their ability to inspire others and sway opinions through persuasive speech and moral leadership. It is often employed by leaders, diplomats, and advocates for justice who seek to rally support for noble causes and uphold moral principles in the face of adversity.
|-
|}
<br>
[[File:Condemnation.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Ethical Condemnation
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 60 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You invoke the principles of moral judgment to condemn those who act against ethical norms. Create a 20 foot sphere on a point you can see within range. Any creature within that sphere must make a Wisdom saving throw. On a failed save, the creature becomes ethically bound, suffering disadvantage on attack rolls, ability checks, and saving throws for the duration. Additionally, any attack roll made against the target by a creature within the spell's range (60 feet) gains advantage.
<br>
At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.
|-
|}
= Arcane Engineering and Artificing =
A fusion of magic and technology, focusing on the creation of magical gadgets, enchanted constructs, and arcane inventions.
<br>
'''Professor:''' Magnus Vitale
<br>
'''Race:'''
[[File:Mechspider.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Mechanical Spider
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a small gear or mechanical component)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You summon a tiny mechanical spider to aid you in exploration or combat. The spider appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the spider to take one of the following actions:
<br>
*'''Attack:''' The spider makes a bite attack against a creature within 5 feet of it. On a hit, the target takes 1d4 piercing damage.
*'''Scout:''' The spider moves up to its speed and can climb walls and ceilings without needing to make an ability check. You can see through the spider's eyes and hear what it hears until the start of your next turn.
*'''Distract:''' The spider moves to a target creature within 30 feet of it and attempts to distract it. The target must succeed on a Wisdom saving throw against your spell save DC or be distracted until the end of its next turn, granting advantage on attack rolls against it to your allies.
<br>
'''Mechanical Spider Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 5 (2d4)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
'''STR:''' 2 (-4)
<br>
'''DEX:''' 14 (+2)
<br>
'''CON:''' 10 (+0)
<br>
'''INT:''' 3 (-4)
<br>
'''WIS:''' 10 (+0)
<br>
'''CHA:''' 1 (-5)
<br>
'''Skills:''' Stealth +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 10
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<Br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the bonus to damage rolls increases by 1 for each slot level above 1st.
|}
<br>
[[File:Spareparts.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Spare Parts
|-
| '''School:''' || Transmutation
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small bag of various mechanical and magical components)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You reach into a small bag filled with a jumble of mechanical and magical components, pulling out a handful of spare parts. With deft hands, you quickly assemble them into a random invention to unleash upon your enemies. Roll a d4 to determine the type of invention you create:
<br>
# '''Buzzing Bee Bomb:''' You craft a small mechanical bee that buzzes toward your enemies. The bee explodes upon impact, releasing a burst of energy in a 10-foot radius sphere. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 3d6 thunder damage and is deafened for 1 minute. On a successful save, it takes half as much damage and isn't deafened.
# '''Arcane Disruptor Disk:''' You fashion a spinning disk imbued with arcane energy. When you release it, the disk flies toward a target creature within 60 feet of you and explodes upon impact. The target must make a Constitution saving throw. On a failed save, the creature takes 4d8 force damage and is pushed 10 feet away from the center of the explosion. On a successful save, it takes half as much damage and isn't pushed.
# '''Searing Steam Sprayer:''' You construct a device that emits a scalding burst of steam in a 15-foot cone originating from you. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and is blinded until the end of its next turn. On a successful save, it takes half as much damage and isn't blinded.
# '''Temporal Tinkering Turret:''' You create a miniature turret that materializes in an unoccupied space within 30 feet of you. The turret automatically fires a magical bolt at the nearest hostile creature within 60 feet of it. Make a ranged spell attack against the target. On a hit, the target takes 3d8 force damage.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for the Buzzing Bee Bomb, 1d8 for the Arcane Disruptor Disk, 1d6 for the Searing Steam Sprayer, and 1d8 for the Temporal Tinkering Turret for each slot level above 2nd.
|}
<br>
[[File:Clockworkfairy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Clockwork Fairy
|-
| '''School:''' || Conjuration
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a tiny clockwork mechanism)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You conjure a small clockwork fairy to assist you and your allies. The fairy appears in an unoccupied space within range and obeys your verbal commands. You can use a bonus action on each of your turns to command the fairy to take one of the following actions:
<br>
* '''Healing Touch:''' The fairy flies to a creature within 30 feet of it and restores hit points equal to 1d6 + your spellcasting ability modifier (minimum of 1) to that creature.
* '''Protective Aura:''' The fairy emits a magical aura that grants a +1 bonus to AC to all creatures of your choice within 10 feet of it until the start of your next turn.
* '''Inspiring Dance:''' The fairy performs an enchanting dance, granting advantage on the next saving throw or ability check made by a creature of your choice within 30 feet of it.
<br>
'''Clockwork Fairy Statistics:'''
<br>
''Tiny Construct, Neutral''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 10 (3d4 + 3)
<br>
'''Speed:''' 30 ft., fly 40 ft.
<br>
'''STR:''' 6 (-2)
<br>
'''DEX:''' 16 (+3)
<br>
'''CON:''' 12 (+1)
<br>
'''INT:''' 10 (+0)
<br>
'''WIS:''' 14 (+2)
<br>
'''CHA:''' 12 (+1)
<br>
'''Skills:''' Perception +4
<br>
'''Senses:''' Darkvision 60 ft., Passive Perception 14
<br>
'''Languages:''' Understands the languages you speak
<br>
'''Actions:'''
<br>
''Fairy Dust:'' The fairy sprinkles magical dust in a 10-foot radius sphere centered on itself. Each creature in that area must succeed on a Wisdom saving throw against your spell save DC or become charmed until the end of its next turn. A creature that successfully saves against the effect is immune to the fairy's Fairy Dust for the next 24 hours.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
= Studies in Necromancy =
A course delving into the dark arts of necromancy, exploring undead creation, soul manipulation, and the ethics of life and death.
<br>
'''Professor:''' Dante Pierce
<br>
'''Race:'''
[[File:Putrefy.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Putrefy
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S, M (a piece of rotting flesh)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You hurl a piece of rotting flesh at a creature within range, inflicting it with foul necrotic energy. The target must make a Constitution saving throw. On a failed save, the target suffers one of the following random status effects:
<Br>
#'''Poisoned:''' The target is poisoned until the end of its next turn.
#'''Necrosis:''' The target's flesh begins to rot, causing it to take 1d4 necrotic damage at the start of each of its turns for the next minute.
#'''Paralysis:''' The target's muscles seize up, rendering it paralyzed until the end of its next turn.
#'''Fear:''' The target is overcome with a sense of dread and must use its reaction to move as far away from you as possible on its next turn.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, the duration of the status effect increases by 1 round for each slot level above 1st. Additionally, the damage inflicted by the "Necrosis" effect increases by 1d4 for each slot level above 1st.
|}
<br>
[[File:Vampiricaegis.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Vampiric Aegis
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You draw upon your own life force to create a protective aura around yourself and your allies. When you cast this spell, you choose one of the following options, spending the corresponding amount of hit points:
<br>
*'''Spend 1 hit point:''' All allies within 10 feet of you gain temporary hit points equal to your spellcasting ability modifier (minimum of 1).
*'''Spend 3 hit points:''' All allies within 10 feet of you gain advantage on saving throws against being frightened or charmed.
*'''Spend 5 hit points:''' All allies within 10 feet of you gain resistance to necrotic damage for the duration.
*'''Spend 7 hit points:''' All allies within 10 feet of you regain hit points equal to your spellcasting ability modifier at the start of each of their turns for the duration.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, you can choose one additional option for each slot level above 2nd. Additionally, the range of the spell increases by 5 feet for each slot level above 2nd.
|}
<br>
[[File:Bloodgolem.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Blood Golem
|-
| '''School:''' || Necromancy
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a vial of your own blood)
|-
| '''Duration:''' || Concentration, up to 1 hour
|-
| '''Description:''' || You sacrifice a portion of your life force to animate a golem made entirely of blood, which appears in an unoccupied space within range. The blood golem obeys your verbal commands, and you can use a bonus action to command it to take the Attack, Dash, Disengage, Dodge, or Help action. If you don't issue any commands to the blood golem, it defends itself from hostile creatures but otherwise takes no actions.
<br>
The blood golem has the following statistics:
<br>
'''Blood Golem'''
''Large construct, neutral''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' Equal to the hit points you sacrificed to create it (minimum of 1).
<br>
'''Speed:''' 30 ft.
<br>
'''STR''' 16 (+3)
<br>
'''DEX''' 10 (+0)
<br>
'''CON''' 16 (+3)
<br>
'''INT''' 3 (-4)
<br>
'''WIS''' 8 (-1)
<br>
'''CHA''' 1 (-5)
<br>
'''Damage Immunities:''' Poison, psychic
<br>
'''Condition Immunities:''' Blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
<br>
'''Senses:''' Blindsight 30 ft. (blind beyond this radius), passive Perception 9
<br>
'''Languages:''' Understands the languages of its creator but can't speak
<br>
'''Actions:'''
<br>
'''Multiattack:''' The blood golem makes two slam attacks.
<br>
'''Slam:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage.
<br>
'''NOTE:'''At the end of each of its turns, the blood golem regains hit points equal to your proficiency bonus if it has at least 1 hit point. If it drops to 0 hit points, it is destroyed, and the spell ends.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d6 for each slot level above 3rd. Additionally, the range of the forced movement increases by 10 feet for each slot level above 3rd.
|}
=Introduction to the Fortuitous Arts=
Delve into the whims of fortune and master the art of manipulating luck itself - become a Chanceweaver!
<br>
'''Professor:'''
<br>
'''Race:'''
<br>
[[File:Flipoffate.png|frame|left]]
{| class="wikitable"
|+ 1st Level Spell: Flip of Fate
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || 30 feet
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Concentration, up to 1 minute
|-
| '''Description:''' || You call upon the capricious nature of chance, flipping a coin as you cast this spell. If the coin lands on heads, one creature of your choice within range suffers the twist of fortune:
* They have disadvantage on attack rolls for the duration.
* They have disadvantage on saving throws for the duration.
* They take damage equal to 2d4 + your spell casting modifier.
If the coin lands on tails, the tables turn in their favor, granting them advantage on attack rolls and saving throws instead.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
|}
[[File:Fortunesroll.png|frame|right]]
{| class="wikitable"
|+ 2nd Level Spell: Fortune's Roll
|-
| '''School:''' || Divination
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You call upon the whims of fortune, attempting to harness luck for the benefit of your allies. Roll a d10 as many times as you like, trying to reach as close as possible to the sum of 21 without exceeding it. Each roll represents a "roll of the dice" in your attempt.
<br>
Based on the total sum you settle on, your allies receive the following healing:
<br>
* '''1-10 Total:''' All allies regain hit points equal to 1d4 + your spellcasting ability modifier.
* '''11-17 Total:''' All allies regain hit points equal to 2d4 + your spellcasting ability modifier.
* '''18-20 Total:''' All allies regain hit points equal to 3d4 + your spellcasting ability modifier.
* '''21 Total:''' All allies regain hit points equal to 4d4 + your spellcasting ability modifier.
<br>
The healing is distributed evenly among the allies you choose within 30 feet of you.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d4 for each slot level above 2nd.
|}
[[File:Fortunesfrenzy.png|frame|left]]
{| class="wikitable"
|+ 3rd Level Spell: Fortune's Frenzy
|-
| '''School:''' || Enchantment
|-
| '''Casting Time:''' || 1 action
|-
| '''Range:''' || Self
|-
| '''Components:''' || V, S, M (a small trinket resembling a slot machine lever)
|-
| '''Duration:''' || Instantaneous
|-
| '''Description:''' || You conjure the ephemeral essence of a slot machine, granting you three attempts to roll 5d6 and match specific combinations. If you match any of these combinations within three attempts, you gain the corresponding effects:
<br>
*'''One Pair:''' Matching two of the same number on any two dice.
**All allies within 30 feet regain hit points equal to 1d6 + your spellcasting ability modifier.
*'''Two Pair:''' Matching two pairs of the same number on any four dice.
**All allies within 30 feet regain hit points equal to 2d6 + your spellcasting ability modifier.
**All allies within 30 feet gain a +1 bonus to their AC for 1 minute.
*'''Three of a Kind:''' Matching three of the same number on any three dice.
**All allies within 30 feet regain hit points equal to 3d6 + your spellcasting ability modifier.
**All allies within 30 feet gain a +1 bonus to their AC for 1 minute.
**All enemies within 30 feet have disadvantage on their next attack roll.
*'''Straight:''' Matching consecutive numbers (e.g., 1-2-3-4-5 or 2-3-4-5-6) on all five dice.
**All allies within 30 feet regain hit points equal to 4d6 + your spellcasting ability modifier.
**All allies within 30 feet gain a +1 bonus to their AC for 1 minute.
**All enemies within 30 feet have disadvantage on their next attack roll.
**All enemies within 30 feet have their speed halved for 1 minute.
*'''Jackpot:''' Rolling all sixes on all five dice.
**All allies within 30 feet regain hit points equal to 5d6 + your spellcasting ability modifier.
**All allies within 30 feet gain a +2 bonus to their AC for 1 minute.
**All enemies within 30 feet have disadvantage on their next attack roll.
**All enemies within 30 feet have their speed halved for 1 minute.
**All enemies within 30 feet take damage equal to 6d6 + your spellcasting ability modifier.
|-
| '''At Higher Levels:''' || When you cast this spell using a spell slot of 4th level or higher, the healing and damage increase by 1d6 for each slot level above 3rd.
|}
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Wulfram and Wayne
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/* Notable Areas */
wikitext
text/x-wiki
[[File:Wwaerial.png|frame|left]]
== Founding and Legacy ==
For over several hundred years, the prestigious magical academy of Wulfram and Wayne has stood as a beacon of learning and enlightenment in the realm of sorcery. Founded by the illustrious wizards [[Atticus Wulfram]] and [[Mathias Wayne]], the school has nurtured the talents of countless generations of aspiring mages, shaping them into masters of the arcane arts from the moment they disembark from [[The Skyward Serpent]]. While at the school, student's not only learn to master the arcane, but also participate in [[Wulfram and Wayne Events|events]] where they bond with fellow students.
== House System ==
Central to the school's ethos is its division into four distinct houses, each named after legendary creatures of myth and magic. Students are sorted into these houses upon their arrival at the academy, where they form lifelong bonds with their fellow housemates and engage in friendly competition and camaraderie.
* [[Auriel House]]: Represented by the graceful and ethereal fairy, Auriel House embodies the virtues of creativity, intuition, and enchantment.
* [[Rathos House]]: Symbolized by the cunning and industrious spider, Rathos House values cunning, resourcefulness, and determination.
* [[Gauthwin House]]: Adorned with the majestic and noble griffin, Gauthwin House prioritizes courage, loyalty, and strength.
* [[Olivier House]]: Represented by the wise and observant owl, Olivier House esteems wisdom, knowledge, and intellect above all else.
== Academic Excellence ==
From its humble beginnings as a small enclave of magical scholars to its present-day status as the foremost institutions of magical learning, Wulfram and Wayne has remained dedicated to its mission of fostering the next generation of magic users. Students embark on a journey of discovery and self-discovery, honing their magical talents and forging lifelong friendships that transcend the boundaries of time and space.
== Enduring Tradition ==
As the legacy of Atticus Wulfram and Matthias Wayne continues to inspire future generations of magic users, the halls of Wulfram and Wayne echo with the whispers of ancient spells and the promise of limitless potential. The school remains a cornerstone of magical education, its name synonymous with excellence and innovation in the realm of sorcery.
== Notable Areas ==
* [[Goerethal Library and Archives]]
* [[Pest Control Center]]
* [[Berringer Arena]]: Wulfrum and Wayne's arena to play the game Arcane Adversary.
* [[Caverns of Corrosion]]
* [[The Forest of Njilldur]]: Wulfram and Wayne is situated mostly within the untouched Geffen forest, but the rear of the school touches upon the border of The Forest of Njilldur.
== Academia ==
At Wulfram and Wayne, academic rigor is the cornerstone of magical education. Students are challenged to delve into the depths of magical theory, hone their spellcasting skills, and push the boundaries of their magical knowledge. Each one of Wulfram and Wayne's [[classes]] is designed to provide a comprehensive understanding of magical principles, from the intricacies of spellcasting to the ethical considerations of wielding arcane power.
Under the guidance of esteemed faculty members, students engage in rigorous coursework, hands-on experiments, and collaborative projects that foster critical thinking, creativity, and intellectual curiosity. From mastering complex incantations to unraveling the mysteries of ancient runes, students are encouraged to push themselves beyond their limits and strive for academic excellence.
The curriculum at Wulfram and Wayne is carefully crafted to provide a balance of theoretical study and practical application, ensuring that students develop both a deep understanding of magical theory and the practical skills necessary to wield magic responsibly. With small class sizes and personalized attention from faculty mentors, students are empowered to explore their interests, pursue their passions, and unlock their full potential as skilled practitioners of the arcane arts.
As they progress through their studies, students face increasingly challenging coursework, culminating in advanced seminars, independent research projects, and practical exams that put their magical abilities to the test. Through dedication, perseverance, and a commitment to academic excellence, students at Wulfram and Wayne emerge as confident, capable, and knowledgeable spellcasters, ready to embark on their magical journey and make their mark on the world.
== Electives ==
Whilst at Wulfram and Wayne students have the opportunity to take a myriad of classes as a part of their general education curriculum. However, students are encouraged to enroll in [[Classes|electives]]. By taking an elective, you gain the opportunity to learn spells that may have been otherwise unavailable to your class. Elective classes will not grant you access to spells above 3rd level. Students may enroll in one elective per semester.
== Connection to [[Abaddon]] ==
Legend has it that the origins of Wulfram and Wayne, the prestigious magical academy, are intertwined with the mysterious depths of Abaddon, the bottomless pit that lies in the outskirts of [[Geffen]]'s lands. According to ancient texts and oral traditions passed down through generations, the founders of Wulfram and Wayne, Atticus Wulfram and Matthias Wayne, were renowned adventurers and scholars who embarked on a perilous journey into the depths of Abaddon in search of lost knowledge and arcane secrets.
It is said that Wulfram and Wayne discovered ancient relics and artifacts within the depths of Abaddon, relics imbued with immense magical power and hidden knowledge. These artifacts, rumored to have been created by the ancient sea deity [[Grethis]], held the key to unlocking new realms of magical understanding and enlightenment.
Upon their return from the depths of Abaddon, Wulfram and Wayne established their magical academy, drawing upon the wisdom and insights gleaned from their expedition. They sought to create a place where aspiring magic users could study the arcane arts, delve into the mysteries of magic, and unlock the secrets of the universe.
Over the centuries, the connection between Wulfram and Wayne and Abaddon has persisted, with the academy serving as a beacon of magical knowledge and enlightenment for students from across [[Rune Midgard]]. Scholars speculate that the artifacts retrieved from Abaddon still reside within the depths of the academy, hidden away in secret chambers and arcane vaults, waiting to be discovered by those brave enough to seek them out.
Despite the dangers posed by Abaddon and the mysteries that lie within its depths, the link between Wulfram and Wayne and the bottomless pit remains a source of fascination and intrigue for generations of students and scholars, inspiring tales of adventure, discovery, and the limitless potential of magic.
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The Forest of Njilldur
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[[File:Njilldur.png|frame|left]]
= The Shadow Veil of Njilldur =
The cataclysmic events that unfolded in the nearby city of [[Glast Hiem]] sent shockwaves rippling through the very fabric of the surrounding forest of Njilldur. As the dark magics unleashed by the tragedy permeated the land, they cast a shadowy veil over the once-pristine wilderness, corrupting its essence and twisting its natural beauty into something sinister and foreboding.
== Twisted Flora and Malevolent Fauna ==
Under the influence of the dark magics, the flora of Njilldur began to twist and contort, their once-vibrant hues fading into sickly shades of gray and black. Thorny brambles and twisted vines snaked their way through the undergrowth, ensnaring unwary travelers and choking the life out of anything in their path. Malevolent fauna, corrupted by the lingering taint of dark magic, prowled the shadows, their eyes gleaming with an unnatural hunger.
== Eerie Phenomena and Unexplained Occurrences ==
Within the depths of the forest, eerie phenomena and unexplained occurrences became commonplace, as the boundaries between the material world and the realm of magic grew increasingly blurred. Wisps of shadow danced amongst the trees, whispering dark secrets to those who dared to listen. Unearthly cries and haunting melodies echoed through the night, sending shivers down the spines of even the bravest souls.
== The Heart of Darkness ==
At the heart of Njilldur, where the influence of the cataclysm was strongest, a palpable sense of malevolence hangs heavy in the air. Here, the shadows seem to deepen, swallowing the light and giving rise to a sense of unease that permeates the very soul. It was said that those who ventured too deep into the forest risked becoming lost forever, consumed by the darkness that dwelled within.
=Beasts of the Forest=
* [[Arcane Spore]]
* [[Black Pudding]]
* [[Decaying Bear]]
* [[Decaying Vulture]]
* [[Flesh Spore]]
* [[Fungal Wolf]]
* [[Fungal Treant]]
* [[Gringle]]
* [[Njilldur Fallen]]
* [[Njilldur Fallen: Wraith]]
* [[Njilldur Yaogui]]
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Protected "[[The Forest of Njilldur]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Njilldur.png|frame|left]]
= The Shadow Veil of Njilldur =
The cataclysmic events that unfolded in the nearby city of [[Glast Hiem]] sent shockwaves rippling through the very fabric of the surrounding forest of Njilldur. As the dark magics unleashed by the tragedy permeated the land, they cast a shadowy veil over the once-pristine wilderness, corrupting its essence and twisting its natural beauty into something sinister and foreboding.
== Twisted Flora and Malevolent Fauna ==
Under the influence of the dark magics, the flora of Njilldur began to twist and contort, their once-vibrant hues fading into sickly shades of gray and black. Thorny brambles and twisted vines snaked their way through the undergrowth, ensnaring unwary travelers and choking the life out of anything in their path. Malevolent fauna, corrupted by the lingering taint of dark magic, prowled the shadows, their eyes gleaming with an unnatural hunger.
== Eerie Phenomena and Unexplained Occurrences ==
Within the depths of the forest, eerie phenomena and unexplained occurrences became commonplace, as the boundaries between the material world and the realm of magic grew increasingly blurred. Wisps of shadow danced amongst the trees, whispering dark secrets to those who dared to listen. Unearthly cries and haunting melodies echoed through the night, sending shivers down the spines of even the bravest souls.
== The Heart of Darkness ==
At the heart of Njilldur, where the influence of the cataclysm was strongest, a palpable sense of malevolence hangs heavy in the air. Here, the shadows seem to deepen, swallowing the light and giving rise to a sense of unease that permeates the very soul. It was said that those who ventured too deep into the forest risked becoming lost forever, consumed by the darkness that dwelled within.
=Beasts of the Forest=
* [[Arcane Spore]]
* [[Black Pudding]]
* [[Decaying Bear]]
* [[Decaying Vulture]]
* [[Flesh Spore]]
* [[Fungal Wolf]]
* [[Fungal Treant]]
* [[Gringle]]
* [[Njilldur Fallen]]
* [[Njilldur Fallen: Wraith]]
* [[Njilldur Yaogui]]
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/* Beasts of the Forest */
wikitext
text/x-wiki
[[File:Njilldur.png|frame|left]]
= The Shadow Veil of Njilldur =
The cataclysmic events that unfolded in the nearby city of [[Glast Hiem]] sent shockwaves rippling through the very fabric of the surrounding forest of Njilldur. As the dark magics unleashed by the tragedy permeated the land, they cast a shadowy veil over the once-pristine wilderness, corrupting its essence and twisting its natural beauty into something sinister and foreboding.
== Twisted Flora and Malevolent Fauna ==
Under the influence of the dark magics, the flora of Njilldur began to twist and contort, their once-vibrant hues fading into sickly shades of gray and black. Thorny brambles and twisted vines snaked their way through the undergrowth, ensnaring unwary travelers and choking the life out of anything in their path. Malevolent fauna, corrupted by the lingering taint of dark magic, prowled the shadows, their eyes gleaming with an unnatural hunger.
== Eerie Phenomena and Unexplained Occurrences ==
Within the depths of the forest, eerie phenomena and unexplained occurrences became commonplace, as the boundaries between the material world and the realm of magic grew increasingly blurred. Wisps of shadow danced amongst the trees, whispering dark secrets to those who dared to listen. Unearthly cries and haunting melodies echoed through the night, sending shivers down the spines of even the bravest souls.
== The Heart of Darkness ==
At the heart of Njilldur, where the influence of the cataclysm was strongest, a palpable sense of malevolence hangs heavy in the air. Here, the shadows seem to deepen, swallowing the light and giving rise to a sense of unease that permeates the very soul. It was said that those who ventured too deep into the forest risked becoming lost forever, consumed by the darkness that dwelled within.
=Beasts of the Forest=
* [[Arcane Spore]] - CR 3
* [[Black Pudding]] - CR 3
* [[Decaying Bear]] - CR 4
* [[Decaying Vulture]]
* [[Flesh Spore]]
* [[Fungal Wolf]]
* [[Fungal Treant]]
* [[Gringle]]
* [[Njilldur Fallen]]
* [[Njilldur Fallen: Wraith]]
* [[Njilldur Yaogui]]
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Dnavas
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/* Beasts of the Forest */
wikitext
text/x-wiki
[[File:Njilldur.png|frame|left]]
= The Shadow Veil of Njilldur =
The cataclysmic events that unfolded in the nearby city of [[Glast Hiem]] sent shockwaves rippling through the very fabric of the surrounding forest of Njilldur. As the dark magics unleashed by the tragedy permeated the land, they cast a shadowy veil over the once-pristine wilderness, corrupting its essence and twisting its natural beauty into something sinister and foreboding.
== Twisted Flora and Malevolent Fauna ==
Under the influence of the dark magics, the flora of Njilldur began to twist and contort, their once-vibrant hues fading into sickly shades of gray and black. Thorny brambles and twisted vines snaked their way through the undergrowth, ensnaring unwary travelers and choking the life out of anything in their path. Malevolent fauna, corrupted by the lingering taint of dark magic, prowled the shadows, their eyes gleaming with an unnatural hunger.
== Eerie Phenomena and Unexplained Occurrences ==
Within the depths of the forest, eerie phenomena and unexplained occurrences became commonplace, as the boundaries between the material world and the realm of magic grew increasingly blurred. Wisps of shadow danced amongst the trees, whispering dark secrets to those who dared to listen. Unearthly cries and haunting melodies echoed through the night, sending shivers down the spines of even the bravest souls.
== The Heart of Darkness ==
At the heart of Njilldur, where the influence of the cataclysm was strongest, a palpable sense of malevolence hangs heavy in the air. Here, the shadows seem to deepen, swallowing the light and giving rise to a sense of unease that permeates the very soul. It was said that those who ventured too deep into the forest risked becoming lost forever, consumed by the darkness that dwelled within.
=Beasts of the Forest=
* [[Arcane Spore]] - CR 3
* [[Black Pudding]] - CR 3
* [[Decaying Bear]] - CR 4
* [[Decaying Vulture]] - CR 3
* [[Flesh Spore]]
* [[Fungal Wolf]]
* [[Fungal Treant]]
* [[Gringle]]
* [[Njilldur Fallen]]
* [[Njilldur Fallen: Wraith]]
* [[Njilldur Yaogui]]
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Dnavas
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/* Beasts of the Forest */
wikitext
text/x-wiki
[[File:Njilldur.png|frame|left]]
= The Shadow Veil of Njilldur =
The cataclysmic events that unfolded in the nearby city of [[Glast Hiem]] sent shockwaves rippling through the very fabric of the surrounding forest of Njilldur. As the dark magics unleashed by the tragedy permeated the land, they cast a shadowy veil over the once-pristine wilderness, corrupting its essence and twisting its natural beauty into something sinister and foreboding.
== Twisted Flora and Malevolent Fauna ==
Under the influence of the dark magics, the flora of Njilldur began to twist and contort, their once-vibrant hues fading into sickly shades of gray and black. Thorny brambles and twisted vines snaked their way through the undergrowth, ensnaring unwary travelers and choking the life out of anything in their path. Malevolent fauna, corrupted by the lingering taint of dark magic, prowled the shadows, their eyes gleaming with an unnatural hunger.
== Eerie Phenomena and Unexplained Occurrences ==
Within the depths of the forest, eerie phenomena and unexplained occurrences became commonplace, as the boundaries between the material world and the realm of magic grew increasingly blurred. Wisps of shadow danced amongst the trees, whispering dark secrets to those who dared to listen. Unearthly cries and haunting melodies echoed through the night, sending shivers down the spines of even the bravest souls.
== The Heart of Darkness ==
At the heart of Njilldur, where the influence of the cataclysm was strongest, a palpable sense of malevolence hangs heavy in the air. Here, the shadows seem to deepen, swallowing the light and giving rise to a sense of unease that permeates the very soul. It was said that those who ventured too deep into the forest risked becoming lost forever, consumed by the darkness that dwelled within.
=Beasts of the Forest=
* [[Arcane Spore]] - CR 3
* [[Black Pudding]] - CR 3
* [[Decaying Bear]] - CR 4
* [[Decaying Vulture]] - CR 3
* [[Flesh Spore]] - CR 1
* [[Fungal Wolf]]
* [[Fungal Treant]]
* [[Gringle]]
* [[Njilldur Fallen]]
* [[Njilldur Fallen: Wraith]]
* [[Njilldur Yaogui]]
c19895fe8c9df055d4b10284562f897eaf9aa079
File:Arcanespore.png
6
214
577
2024-04-24T14:21:55Z
Dnavas
2
wikitext
text/x-wiki
spore
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Arcane Spore
0
215
578
2024-04-24T14:29:17Z
Dnavas
2
Created page with "[[File:Arcanespore.png|frame|left]] The Arcane Spore is a unique and enigmatic creature that inhabits the depths of The Njilldur Forest, a decrepit and necrotic forest surrounding the ruins of [[Gast Hiem]]. Resembling a massive, floating spore larger than a dog, the Arcane Spore is a sight to behold, its ethereal presence and eerie aura captivating all who encounter it. ==Description== The Arcane Spore's appearance is both mesmerizing and unsettling. It hovers above t..."
wikitext
text/x-wiki
[[File:Arcanespore.png|frame|left]]
The Arcane Spore is a unique and enigmatic creature that inhabits the depths of The Njilldur Forest, a decrepit and necrotic forest surrounding the ruins of [[Gast Hiem]]. Resembling a massive, floating spore larger than a dog, the Arcane Spore is a sight to behold, its ethereal presence and eerie aura captivating all who encounter it.
==Description==
The Arcane Spore's appearance is both mesmerizing and unsettling. It hovers above the forest floor effortlessly, supported by unseen arcane energies. Its gelatinous body pulses with otherworldly light, emanating an aura of magic that permeates the surrounding area. Several tentacle-like appendages dangle beneath it, dragging along the ground as it moves, leaving behind a trail of toxic sludge imbued with arcane residue.
==Habitat==
The Njilldur Forest serves as the home of the Arcane Spore, providing it with the perfect environment to thrive. Within the dense and dying foliage and ancient rotted trees of the forest, the spore absorbs the latent arcane energy that suffuses the land, nourishing itself and growing ever stronger. Its presence in the forest is both revered and feared by those who dwell within its boundaries, as the spore's arcane emanations can have unpredictable effects on the flora and fauna that inhabit the area.
==Behavior==
As it feeds on the arcane energy of the forest, the Arcane Spore releases eerie, pulsating motes of necrotic energy into the surrounding environment. These motes drift through the air like malevolent fireflies, casting an ominous glow over the forest floor and infusing the air with dark magic. While the spore itself is not inherently aggressive, its presence can be hazardous to those who venture too close. The toxic sludge it leaves behind can be harmful to both plant and animal life, and those who become ensnared in its dark web of magic risk falling victim to its sinister influence.
The Arcane Spore remains a mysterious and elusive creature, its true nature and purpose veiled in shadow. Scholars and adventurers alike are drawn to the Njilldur Forest in search of knowledge and understanding of its creatures and the history of Glast Hiem, but few have succeeded in unraveling its secrets. As long as the Arcane Spore continues to dwell within the depths of the forest, it will remain a captivating and awe-inspiring enigma, a testament to the boundless mysteries of the natural world.
=Stat Block=
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579
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2024-04-24T14:29:51Z
Dnavas
2
wikitext
text/x-wiki
[[File:Arcanespore.png|frame|left]]
The Arcane Spore is a unique and enigmatic creature that inhabits the depths of [[The Forest of Njilldur]], a decrepit and necrotic forest surrounding the ruins of [[Glast Hiem]]. Resembling a massive, floating spore larger than a dog, the Arcane Spore is a sight to behold, its ethereal presence and eerie aura captivating all who encounter it.
==Description==
The Arcane Spore's appearance is both mesmerizing and unsettling. It hovers above the forest floor effortlessly, supported by unseen arcane energies. Its gelatinous body pulses with otherworldly light, emanating an aura of magic that permeates the surrounding area. Several tentacle-like appendages dangle beneath it, dragging along the ground as it moves, leaving behind a trail of toxic sludge imbued with arcane residue.
==Habitat==
The Njilldur Forest serves as the home of the Arcane Spore, providing it with the perfect environment to thrive. Within the dense and dying foliage and ancient rotted trees of the forest, the spore absorbs the latent arcane energy that suffuses the land, nourishing itself and growing ever stronger. Its presence in the forest is both revered and feared by those who dwell within its boundaries, as the spore's arcane emanations can have unpredictable effects on the flora and fauna that inhabit the area.
==Behavior==
As it feeds on the arcane energy of the forest, the Arcane Spore releases eerie, pulsating motes of necrotic energy into the surrounding environment. These motes drift through the air like malevolent fireflies, casting an ominous glow over the forest floor and infusing the air with dark magic. While the spore itself is not inherently aggressive, its presence can be hazardous to those who venture too close. The toxic sludge it leaves behind can be harmful to both plant and animal life, and those who become ensnared in its dark web of magic risk falling victim to its sinister influence.
The Arcane Spore remains a mysterious and elusive creature, its true nature and purpose veiled in shadow. Scholars and adventurers alike are drawn to the Njilldur Forest in search of knowledge and understanding of its creatures and the history of Glast Hiem, but few have succeeded in unraveling its secrets. As long as the Arcane Spore continues to dwell within the depths of the forest, it will remain a captivating and awe-inspiring enigma, a testament to the boundless mysteries of the natural world.
=Stat Block=
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580
579
2024-04-24T15:05:24Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Arcanespore.png|frame|left]]
The Arcane Spore is a unique and enigmatic creature that inhabits the depths of [[The Forest of Njilldur]], a decrepit and necrotic forest surrounding the ruins of [[Glast Hiem]]. Resembling a massive, floating spore larger than a dog, the Arcane Spore is a sight to behold, its ethereal presence and eerie aura captivating all who encounter it.
==Description==
The Arcane Spore's appearance is both mesmerizing and unsettling. It hovers above the forest floor effortlessly, supported by unseen arcane energies. Its gelatinous body pulses with otherworldly light, emanating an aura of magic that permeates the surrounding area. Several tentacle-like appendages dangle beneath it, dragging along the ground as it moves, leaving behind a trail of toxic sludge imbued with arcane residue.
==Habitat==
The Njilldur Forest serves as the home of the Arcane Spore, providing it with the perfect environment to thrive. Within the dense and dying foliage and ancient rotted trees of the forest, the spore absorbs the latent arcane energy that suffuses the land, nourishing itself and growing ever stronger. Its presence in the forest is both revered and feared by those who dwell within its boundaries, as the spore's arcane emanations can have unpredictable effects on the flora and fauna that inhabit the area.
==Behavior==
As it feeds on the arcane energy of the forest, the Arcane Spore releases eerie, pulsating motes of necrotic energy into the surrounding environment. These motes drift through the air like malevolent fireflies, casting an ominous glow over the forest floor and infusing the air with dark magic. While the spore itself is not inherently aggressive, its presence can be hazardous to those who venture too close. The toxic sludge it leaves behind can be harmful to both plant and animal life, and those who become ensnared in its dark web of magic risk falling victim to its sinister influence.
The Arcane Spore remains a mysterious and elusive creature, its true nature and purpose veiled in shadow. Scholars and adventurers alike are drawn to the Njilldur Forest in search of knowledge and understanding of its creatures and the history of Glast Hiem, but few have succeeded in unraveling its secrets. As long as the Arcane Spore continues to dwell within the depths of the forest, it will remain a captivating and awe-inspiring enigma, a testament to the boundless mysteries of the natural world.
=Stat Block=
'''Arcane Spore'''
<br>
''Large aberration, neutral evil''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' 68 (8d10 + 24)
<br>
'''Speed:''' 0 ft., fly 30 ft. (hover)
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 8 (-1) || 14 (+2) || 16 (+3) || 10 (+0) || 12 (+1) || 10 (+0)
|}
'''Skills:''' Perception +4
<br>
'''Damage Resistances:''' necrotic
<br>
'''Condition Immunities:''' blinded, deafened, frightened
<br>
'''Senses:'''darkvision 60 ft., passive Perception 14
<br>
'''Languages:''' —
<br>
===Traits===
'''Arcane Emanation:''' At the start of each of the spore's turns, each creature within 20 feet of it takes 7 (2d6) necrotic damage.
===Actions===
''Slam:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage plus 7 (2d6) necrotic damage.
<Br>
''Necrotic Motes (Recharge 5-6):'' The spore releases a swarm of necrotic motes in a 20-foot radius centered on itself. Each creature in that area must make a DC 13 Dexterity saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, any creature that starts its turn in the area takes 7 (2d6) necrotic damage.
===Legendary Actions===
The Arcane Spore can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The spore regains spent legendary actions at the start of its turn.
* '''Move:''' The spore moves up to its flying speed without provoking opportunity attacks.
* '''Necrotic Pulse (Costs 2 Actions):''' The spore releases a burst of necrotic energy in a 30-foot radius centered on itself. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.
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581
580
2024-04-24T15:06:14Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Arcanespore.png|frame|left]]
The Arcane Spore is a unique and enigmatic creature that inhabits the depths of [[The Forest of Njilldur]], a decrepit and necrotic forest surrounding the ruins of [[Glast Hiem]]. Resembling a massive, floating spore larger than a dog, the Arcane Spore is a sight to behold, its ethereal presence and eerie aura captivating all who encounter it.
==Description==
The Arcane Spore's appearance is both mesmerizing and unsettling. It hovers above the forest floor effortlessly, supported by unseen arcane energies. Its gelatinous body pulses with otherworldly light, emanating an aura of magic that permeates the surrounding area. Several tentacle-like appendages dangle beneath it, dragging along the ground as it moves, leaving behind a trail of toxic sludge imbued with arcane residue.
==Habitat==
The Njilldur Forest serves as the home of the Arcane Spore, providing it with the perfect environment to thrive. Within the dense and dying foliage and ancient rotted trees of the forest, the spore absorbs the latent arcane energy that suffuses the land, nourishing itself and growing ever stronger. Its presence in the forest is both revered and feared by those who dwell within its boundaries, as the spore's arcane emanations can have unpredictable effects on the flora and fauna that inhabit the area.
==Behavior==
As it feeds on the arcane energy of the forest, the Arcane Spore releases eerie, pulsating motes of necrotic energy into the surrounding environment. These motes drift through the air like malevolent fireflies, casting an ominous glow over the forest floor and infusing the air with dark magic. While the spore itself is not inherently aggressive, its presence can be hazardous to those who venture too close. The toxic sludge it leaves behind can be harmful to both plant and animal life, and those who become ensnared in its dark web of magic risk falling victim to its sinister influence.
The Arcane Spore remains a mysterious and elusive creature, its true nature and purpose veiled in shadow. Scholars and adventurers alike are drawn to the Njilldur Forest in search of knowledge and understanding of its creatures and the history of Glast Hiem, but few have succeeded in unraveling its secrets. As long as the Arcane Spore continues to dwell within the depths of the forest, it will remain a captivating and awe-inspiring enigma, a testament to the boundless mysteries of the natural world.
=Stat Block=
'''Arcane Spore'''
<br>
''Large aberration, neutral evil''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' 68 (8d10 + 24)
<br>
'''Speed:''' 0 ft., fly 30 ft. (hover)
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 8 (-1) || 14 (+2) || 16 (+3) || 10 (+0) || 12 (+1) || 10 (+0)
|}
'''Skills:''' Perception +4
<br>
'''Damage Resistances:''' necrotic
<br>
'''Condition Immunities:''' blinded, deafened, frightened
<br>
'''Senses:''' darkvision 60 ft., passive Perception 14
<br>
'''Languages:''' —
<br>
===Traits===
'''Arcane Emanation:''' At the start of each of the spore's turns, each creature within 20 feet of it takes 7 (2d6) necrotic damage.
===Actions===
''Slam:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage plus 7 (2d6) necrotic damage.
<Br>
''Necrotic Motes (Recharge 5-6):'' The spore releases a swarm of necrotic motes in a 20-foot radius centered on itself. Each creature in that area must make a DC 13 Dexterity saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, any creature that starts its turn in the area takes 7 (2d6) necrotic damage.
===Legendary Actions===
The Arcane Spore can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The spore regains spent legendary actions at the start of its turn.
* '''Move:''' The spore moves up to its flying speed without provoking opportunity attacks.
* '''Necrotic Pulse (Costs 2 Actions):''' The spore releases a burst of necrotic energy in a 30-foot radius centered on itself. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.
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581
2024-04-24T15:31:03Z
Dnavas
2
Protected "[[Arcane Spore]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Arcanespore.png|frame|left]]
The Arcane Spore is a unique and enigmatic creature that inhabits the depths of [[The Forest of Njilldur]], a decrepit and necrotic forest surrounding the ruins of [[Glast Hiem]]. Resembling a massive, floating spore larger than a dog, the Arcane Spore is a sight to behold, its ethereal presence and eerie aura captivating all who encounter it.
==Description==
The Arcane Spore's appearance is both mesmerizing and unsettling. It hovers above the forest floor effortlessly, supported by unseen arcane energies. Its gelatinous body pulses with otherworldly light, emanating an aura of magic that permeates the surrounding area. Several tentacle-like appendages dangle beneath it, dragging along the ground as it moves, leaving behind a trail of toxic sludge imbued with arcane residue.
==Habitat==
The Njilldur Forest serves as the home of the Arcane Spore, providing it with the perfect environment to thrive. Within the dense and dying foliage and ancient rotted trees of the forest, the spore absorbs the latent arcane energy that suffuses the land, nourishing itself and growing ever stronger. Its presence in the forest is both revered and feared by those who dwell within its boundaries, as the spore's arcane emanations can have unpredictable effects on the flora and fauna that inhabit the area.
==Behavior==
As it feeds on the arcane energy of the forest, the Arcane Spore releases eerie, pulsating motes of necrotic energy into the surrounding environment. These motes drift through the air like malevolent fireflies, casting an ominous glow over the forest floor and infusing the air with dark magic. While the spore itself is not inherently aggressive, its presence can be hazardous to those who venture too close. The toxic sludge it leaves behind can be harmful to both plant and animal life, and those who become ensnared in its dark web of magic risk falling victim to its sinister influence.
The Arcane Spore remains a mysterious and elusive creature, its true nature and purpose veiled in shadow. Scholars and adventurers alike are drawn to the Njilldur Forest in search of knowledge and understanding of its creatures and the history of Glast Hiem, but few have succeeded in unraveling its secrets. As long as the Arcane Spore continues to dwell within the depths of the forest, it will remain a captivating and awe-inspiring enigma, a testament to the boundless mysteries of the natural world.
=Stat Block=
'''Arcane Spore'''
<br>
''Large aberration, neutral evil''
<br>
'''Armor Class:''' 14 (natural armor)
<br>
'''Hit Points:''' 68 (8d10 + 24)
<br>
'''Speed:''' 0 ft., fly 30 ft. (hover)
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 8 (-1) || 14 (+2) || 16 (+3) || 10 (+0) || 12 (+1) || 10 (+0)
|}
'''Skills:''' Perception +4
<br>
'''Damage Resistances:''' necrotic
<br>
'''Condition Immunities:''' blinded, deafened, frightened
<br>
'''Senses:''' darkvision 60 ft., passive Perception 14
<br>
'''Languages:''' —
<br>
===Traits===
'''Arcane Emanation:''' At the start of each of the spore's turns, each creature within 20 feet of it takes 7 (2d6) necrotic damage.
===Actions===
''Slam:'' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage plus 7 (2d6) necrotic damage.
<Br>
''Necrotic Motes (Recharge 5-6):'' The spore releases a swarm of necrotic motes in a 20-foot radius centered on itself. Each creature in that area must make a DC 13 Dexterity saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, any creature that starts its turn in the area takes 7 (2d6) necrotic damage.
===Legendary Actions===
The Arcane Spore can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The spore regains spent legendary actions at the start of its turn.
* '''Move:''' The spore moves up to its flying speed without provoking opportunity attacks.
* '''Necrotic Pulse (Costs 2 Actions):''' The spore releases a burst of necrotic energy in a 30-foot radius centered on itself. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.
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File:Blackpudding.png
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216
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2024-04-24T15:07:41Z
Dnavas
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wikitext
text/x-wiki
pudding
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Black Pudding
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217
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2024-04-24T15:12:53Z
Dnavas
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Created page with "[[File:Blackpudding.png|frame|left]] The Black Pudding is a formidable and sinister creature that inhabits the dark depths of the Forest of Njilldur. Resembling a sentient slime monster, it stands approximately 4 feet tall and boasts a considerable width. This necrotic pile of slime exudes an aura of decay and malevolence, thriving amidst the dead and decaying flora of the forest. ==Description== The Black Pudding is a grotesque sight to behold, its amorphous form undul..."
wikitext
text/x-wiki
[[File:Blackpudding.png|frame|left]]
The Black Pudding is a formidable and sinister creature that inhabits the dark depths of the Forest of Njilldur. Resembling a sentient slime monster, it stands approximately 4 feet tall and boasts a considerable width. This necrotic pile of slime exudes an aura of decay and malevolence, thriving amidst the dead and decaying flora of the forest.
==Description==
The Black Pudding is a grotesque sight to behold, its amorphous form undulating with a sickening rhythm as it moves through the shadowy undergrowth. Its surface is slick with a viscous, black substance that seems to absorb all light, rendering it nearly invisible in the dimly lit forest. Despite its gelatinous appearance, the Black Pudding is a formidable predator, capable of enveloping its prey within its slimy mass and dissolving their flesh with its acidic secretions.
==Origin and Speculation==
Many speculate that the Black Pudding, along with other creatures that inhabit the Forest of Njilldur, were either created by or influenced by the dark magics that once permeated the region. It is believed that the cataclysmic events that befell Glast Hiem, a nearby ancient city, unleashed powerful forces of necromantic energy that corrupted the land and gave rise to twisted abominations like the Black Pudding.
==Habitat and Behavior==
The Black Pudding makes its home amidst the decaying foliage and murky swamps of the Forest of Njilldur, where it lurks in the shadows, waiting to ambush unsuspecting prey. It feeds primarily on smaller beasts that roam the forest, enveloping them in its slime and slowly dissolving their flesh until only bones remain. Despite its grotesque appearance, the Black Pudding is an efficient hunter, using its keen sense of smell to track potential meals and its amorphous body to slip through the dense undergrowth undetected.
==Aggression towards Travelers==
The Black Pudding is an aggressive creature, viewing any traveler that crosses its path as a potential meal. It lurks in the dark recesses of the forest, waiting to strike with deadly precision. Those unfortunate enough to encounter the Black Pudding are advised to proceed with caution, as its acidic secretions can quickly dissolve flesh and bone, leaving behind nothing but a pile of mangled remains.
==Encounters and Precautions==
Encounters with the Black Pudding are rare but not unheard of, particularly for those who dare to venture deep into the heart of the Forest of Njilldur. Travelers are advised to remain vigilant and keep a wary eye out for signs of its presence, such as the telltale stench of decay or the eerie sound of slithering slime. Additionally, precautions should be taken to avoid attracting the attention of this formidable predator, as once it has set its sights on its prey, escape becomes a challenging feat indeed.
=Stat Block=
488305216b709a5ab4d0c8ddff02d4e2dadcdbdf
584
583
2024-04-24T15:27:44Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Blackpudding.png|frame|left]]
The Black Pudding is a formidable and sinister creature that inhabits the dark depths of the Forest of Njilldur. Resembling a sentient slime monster, it stands approximately 4 feet tall and boasts a considerable width. This necrotic pile of slime exudes an aura of decay and malevolence, thriving amidst the dead and decaying flora of the forest.
==Description==
The Black Pudding is a grotesque sight to behold, its amorphous form undulating with a sickening rhythm as it moves through the shadowy undergrowth. Its surface is slick with a viscous, black substance that seems to absorb all light, rendering it nearly invisible in the dimly lit forest. Despite its gelatinous appearance, the Black Pudding is a formidable predator, capable of enveloping its prey within its slimy mass and dissolving their flesh with its acidic secretions.
==Origin and Speculation==
Many speculate that the Black Pudding, along with other creatures that inhabit the Forest of Njilldur, were either created by or influenced by the dark magics that once permeated the region. It is believed that the cataclysmic events that befell Glast Hiem, a nearby ancient city, unleashed powerful forces of necromantic energy that corrupted the land and gave rise to twisted abominations like the Black Pudding.
==Habitat and Behavior==
The Black Pudding makes its home amidst the decaying foliage and murky swamps of the Forest of Njilldur, where it lurks in the shadows, waiting to ambush unsuspecting prey. It feeds primarily on smaller beasts that roam the forest, enveloping them in its slime and slowly dissolving their flesh until only bones remain. Despite its grotesque appearance, the Black Pudding is an efficient hunter, using its keen sense of smell to track potential meals and its amorphous body to slip through the dense undergrowth undetected.
==Aggression towards Travelers==
The Black Pudding is an aggressive creature, viewing any traveler that crosses its path as a potential meal. It lurks in the dark recesses of the forest, waiting to strike with deadly precision. Those unfortunate enough to encounter the Black Pudding are advised to proceed with caution, as its acidic secretions can quickly dissolve flesh and bone, leaving behind nothing but a pile of mangled remains.
==Encounters and Precautions==
Encounters with the Black Pudding are rare but not unheard of, particularly for those who dare to venture deep into the heart of the Forest of Njilldur. Travelers are advised to remain vigilant and keep a wary eye out for signs of its presence, such as the telltale stench of decay or the eerie sound of slithering slime. Additionally, precautions should be taken to avoid attracting the attention of this formidable predator, as once it has set its sights on its prey, escape becomes a challenging feat indeed.
=Stat Block=
'''Black Pudding'''
<br>
''Large ooze, neutral evil''
<br>
'''Armor Class:''' 7 (natural armor)
<br>
'''Hit Points:''' 85 (10d10 + 30)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
STR DEX CON INT WIS CHA
16 (+3) 5 (-3) 16 (+3) 1 (-5) 6 (-2) 1 (-5)
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 16 (+3) || 5 (-3) || 16 (+3) || 1 (-5) || 6 (-2) || 1 (-5)
|}
'''Damage Immunities:''' acid, cold, lightning, slashing
<br>
'''Condition Immunities:''' blinded, charmed, deafened, exhaustion, frightened, prone
<br>
'''Senses:''' blindsight 60 ft. (blind beyond this radius), passive Perception 8
<br>
Languages --
<br>
===Skills===
'''Amorphous:''' The pudding can move through a space as narrow as 1 inch wide without squeezing.
<br>
'''Spider Climb:''' The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
===Actions===
'''Pseudopod:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage.
<br>
'''Split:''' When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.
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585
584
2024-04-24T15:30:26Z
Dnavas
2
wikitext
text/x-wiki
[[File:Blackpudding.png|frame|left]]
The Black Pudding is a formidable and sinister creature that inhabits the dark depths of [[The Forest of Njilldur]]. Resembling a sentient slime monster, it stands approximately 4 feet tall and boasts a considerable width. This necrotic pile of slime exudes an aura of decay and malevolence, thriving amidst the dead and decaying flora of the forest.
==Description==
The Black Pudding is a grotesque sight to behold, its amorphous form undulating with a sickening rhythm as it moves through the shadowy undergrowth. Its surface is slick with a viscous, black substance that seems to absorb all light, rendering it nearly invisible in the dimly lit forest. Despite its gelatinous appearance, the Black Pudding is a formidable predator, capable of enveloping its prey within its slimy mass and dissolving their flesh with its acidic secretions.
==Origin and Speculation==
Many speculate that the Black Pudding, along with other creatures that inhabit the Forest of Njilldur, were either created by or influenced by the dark magics that once permeated the region. It is believed that the cataclysmic events that befell [[Glast Hiem]], a nearby ancient city, unleashed powerful forces of necromantic energy that corrupted the land and gave rise to twisted abominations like the Black Pudding.
==Habitat and Behavior==
The Black Pudding makes its home amidst the decaying foliage and murky swamps of the Forest of Njilldur, where it lurks in the shadows, waiting to ambush unsuspecting prey. It feeds primarily on smaller beasts that roam the forest, enveloping them in its slime and slowly dissolving their flesh until only bones remain. Despite its grotesque appearance, the Black Pudding is an efficient hunter, using its keen sense of smell to track potential meals and its amorphous body to slip through the dense undergrowth undetected.
==Aggression towards Travelers==
The Black Pudding is an aggressive creature, viewing any traveler that crosses its path as a potential meal. It lurks in the dark recesses of the forest, waiting to strike with deadly precision. Those unfortunate enough to encounter the Black Pudding are advised to proceed with caution, as its acidic secretions can quickly dissolve flesh and bone, leaving behind nothing but a pile of mangled remains.
==Encounters and Precautions==
Encounters with the Black Pudding are rare but not unheard of, particularly for those who dare to venture deep into the heart of the Forest of Njilldur. Travelers are advised to remain vigilant and keep a wary eye out for signs of its presence, such as the telltale stench of decay or the eerie sound of slithering slime. Additionally, precautions should be taken to avoid attracting the attention of this formidable predator, as once it has set its sights on its prey, escape becomes a challenging feat indeed.
=Stat Block=
'''Black Pudding'''
<br>
''Large ooze, neutral evil''
<br>
'''Armor Class:''' 7 (natural armor)
<br>
'''Hit Points:''' 85 (10d10 + 30)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
STR DEX CON INT WIS CHA
16 (+3) 5 (-3) 16 (+3) 1 (-5) 6 (-2) 1 (-5)
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 16 (+3) || 5 (-3) || 16 (+3) || 1 (-5) || 6 (-2) || 1 (-5)
|}
'''Damage Immunities:''' acid, cold, lightning, slashing
<br>
'''Condition Immunities:''' blinded, charmed, deafened, exhaustion, frightened, prone
<br>
'''Senses:''' blindsight 60 ft. (blind beyond this radius), passive Perception 8
<br>
Languages --
<br>
===Skills===
'''Amorphous:''' The pudding can move through a space as narrow as 1 inch wide without squeezing.
<br>
'''Spider Climb:''' The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
===Actions===
'''Pseudopod:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage.
<br>
'''Split:''' When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.
3d13083654c7e820086c91aa49b92196c1e15a44
586
585
2024-04-24T15:30:43Z
Dnavas
2
Protected "[[Black Pudding]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Blackpudding.png|frame|left]]
The Black Pudding is a formidable and sinister creature that inhabits the dark depths of [[The Forest of Njilldur]]. Resembling a sentient slime monster, it stands approximately 4 feet tall and boasts a considerable width. This necrotic pile of slime exudes an aura of decay and malevolence, thriving amidst the dead and decaying flora of the forest.
==Description==
The Black Pudding is a grotesque sight to behold, its amorphous form undulating with a sickening rhythm as it moves through the shadowy undergrowth. Its surface is slick with a viscous, black substance that seems to absorb all light, rendering it nearly invisible in the dimly lit forest. Despite its gelatinous appearance, the Black Pudding is a formidable predator, capable of enveloping its prey within its slimy mass and dissolving their flesh with its acidic secretions.
==Origin and Speculation==
Many speculate that the Black Pudding, along with other creatures that inhabit the Forest of Njilldur, were either created by or influenced by the dark magics that once permeated the region. It is believed that the cataclysmic events that befell [[Glast Hiem]], a nearby ancient city, unleashed powerful forces of necromantic energy that corrupted the land and gave rise to twisted abominations like the Black Pudding.
==Habitat and Behavior==
The Black Pudding makes its home amidst the decaying foliage and murky swamps of the Forest of Njilldur, where it lurks in the shadows, waiting to ambush unsuspecting prey. It feeds primarily on smaller beasts that roam the forest, enveloping them in its slime and slowly dissolving their flesh until only bones remain. Despite its grotesque appearance, the Black Pudding is an efficient hunter, using its keen sense of smell to track potential meals and its amorphous body to slip through the dense undergrowth undetected.
==Aggression towards Travelers==
The Black Pudding is an aggressive creature, viewing any traveler that crosses its path as a potential meal. It lurks in the dark recesses of the forest, waiting to strike with deadly precision. Those unfortunate enough to encounter the Black Pudding are advised to proceed with caution, as its acidic secretions can quickly dissolve flesh and bone, leaving behind nothing but a pile of mangled remains.
==Encounters and Precautions==
Encounters with the Black Pudding are rare but not unheard of, particularly for those who dare to venture deep into the heart of the Forest of Njilldur. Travelers are advised to remain vigilant and keep a wary eye out for signs of its presence, such as the telltale stench of decay or the eerie sound of slithering slime. Additionally, precautions should be taken to avoid attracting the attention of this formidable predator, as once it has set its sights on its prey, escape becomes a challenging feat indeed.
=Stat Block=
'''Black Pudding'''
<br>
''Large ooze, neutral evil''
<br>
'''Armor Class:''' 7 (natural armor)
<br>
'''Hit Points:''' 85 (10d10 + 30)
<br>
'''Speed:''' 20 ft., climb 20 ft.
<br>
STR DEX CON INT WIS CHA
16 (+3) 5 (-3) 16 (+3) 1 (-5) 6 (-2) 1 (-5)
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 16 (+3) || 5 (-3) || 16 (+3) || 1 (-5) || 6 (-2) || 1 (-5)
|}
'''Damage Immunities:''' acid, cold, lightning, slashing
<br>
'''Condition Immunities:''' blinded, charmed, deafened, exhaustion, frightened, prone
<br>
'''Senses:''' blindsight 60 ft. (blind beyond this radius), passive Perception 8
<br>
Languages --
<br>
===Skills===
'''Amorphous:''' The pudding can move through a space as narrow as 1 inch wide without squeezing.
<br>
'''Spider Climb:''' The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
===Actions===
'''Pseudopod:''' Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage.
<br>
'''Split:''' When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.
3d13083654c7e820086c91aa49b92196c1e15a44
File:Decayingbear.png
6
218
589
2024-04-24T16:07:06Z
Dnavas
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wikitext
text/x-wiki
bear
09f5edeb4f5b2a4e4364f6b654682c6758a3fa16
Decaying Bear
0
219
590
2024-04-24T16:07:50Z
Dnavas
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Created page with "[[File:Decayingbear.png|frame|left]] The Decaying Bear is a formidable creature that roams the dark and foreboding depths of The Forest of Njilldur. Residing in a perpetual state between life and death, this necrotic beast appears as if it is in a constant state of decay, yet it continues to shamble onward with an eerie determination. ==Description== The Decaying Bear is a sight to behold, its once majestic form now twisted by the ravages of time and necrotic energy. C..."
wikitext
text/x-wiki
[[File:Decayingbear.png|frame|left]]
The Decaying Bear is a formidable creature that roams the dark and foreboding depths of The Forest of Njilldur. Residing in a perpetual state between life and death, this necrotic beast appears as if it is in a constant state of decay, yet it continues to shamble onward with an eerie determination.
==Description==
The Decaying Bear is a sight to behold, its once majestic form now twisted by the ravages of time and necrotic energy. Covered in rotting fur and patches of decaying flesh, it exudes an aura of death and decay wherever it treads. Despite its grotesque appearance, the bear moves with surprising agility and strength, its movements fueled by an otherworldly vitality.
==Origins==
The origins of the Decaying Bear are shrouded in mystery, with many speculating that it is a product of the dark and twisted magics that permeate The Forest of Njilldur. Legends speak of ancient rituals gone awry and powerful curses that have warped the natural order, giving rise to abominations such as the Decaying Bear.
==Habitat==
The Decaying Bear makes its home amidst the tangled undergrowth and shadowy glades of The Forest of Njilldur. Here, amidst the decaying trees and swirling mists, it hunts for prey and guards its territory with a fierce determination. Few creatures dare to venture into its domain, for those that do risk encountering the wrath of this fearsome beast.
==Behavior==
Outwardly aggressive and territorial, the Decaying Bear will attack any intruders on sight, driven by a primal instinct to defend its territory and satisfy its insatiable hunger. Despite its decaying form, it possesses a keen intelligence and cunning, often laying traps for unwary travelers and ambushing them when they least expect it.
==Peculiar Properties==
One of the most peculiar aspects of the Decaying Bear is its unique relationship with the dark magic that permeates The Forest of Njilldur. While most creatures would succumb to the ravages of decay outside of the forest, the bear somehow manages to retain its semblance of life within its shadowy confines. Scholars and adventurers alike have long been fascinated by this phenomenon, seeking to uncover the secrets behind the bear's unnaturally prolonged existence.
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2024-04-24T16:08:15Z
Dnavas
2
wikitext
text/x-wiki
[[File:Decayingbear.png|frame|left]]
The Decaying Bear is a formidable creature that roams the dark and foreboding depths of [[The Forest of Njilldur]]. Residing in a perpetual state between life and death, this necrotic beast appears as if it is in a constant state of decay, yet it continues to shamble onward with an eerie determination.
==Description==
The Decaying Bear is a sight to behold, its once majestic form now twisted by the ravages of time and necrotic energy. Covered in rotting fur and patches of decaying flesh, it exudes an aura of death and decay wherever it treads. Despite its grotesque appearance, the bear moves with surprising agility and strength, its movements fueled by an otherworldly vitality.
==Origins==
The origins of the Decaying Bear are shrouded in mystery, with many speculating that it is a product of the dark and twisted magics that permeate The Forest of Njilldur. Legends speak of ancient rituals gone awry and powerful curses that have warped the natural order, giving rise to abominations such as the Decaying Bear.
==Habitat==
The Decaying Bear makes its home amidst the tangled undergrowth and shadowy glades of The Forest of Njilldur. Here, amidst the decaying trees and swirling mists, it hunts for prey and guards its territory with a fierce determination. Few creatures dare to venture into its domain, for those that do risk encountering the wrath of this fearsome beast.
==Behavior==
Outwardly aggressive and territorial, the Decaying Bear will attack any intruders on sight, driven by a primal instinct to defend its territory and satisfy its insatiable hunger. Despite its decaying form, it possesses a keen intelligence and cunning, often laying traps for unwary travelers and ambushing them when they least expect it.
==Peculiar Properties==
One of the most peculiar aspects of the Decaying Bear is its unique relationship with the dark magic that permeates The Forest of Njilldur. While most creatures would succumb to the ravages of decay outside of the forest, the bear somehow manages to retain its semblance of life within its shadowy confines. Scholars and adventurers alike have long been fascinated by this phenomenon, seeking to uncover the secrets behind the bear's unnaturally prolonged existence.
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2024-04-24T16:10:02Z
Dnavas
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wikitext
text/x-wiki
[[File:Decayingbear.png|frame|left]]
The Decaying Bear is a formidable creature that roams the dark and foreboding depths of [[The Forest of Njilldur]]. Residing in a perpetual state between life and death, this necrotic beast appears as if it is in a constant state of decay, yet it continues to shamble onward with an eerie determination.
==Description==
The Decaying Bear is a sight to behold, its once majestic form now twisted by the ravages of time and necrotic energy. Covered in rotting fur and patches of decaying flesh, it exudes an aura of death and decay wherever it treads. Despite its grotesque appearance, the bear moves with surprising agility and strength, its movements fueled by an otherworldly vitality.
==Origins==
The origins of the Decaying Bear are shrouded in mystery, with many speculating that it is a product of the dark and twisted magics that permeate The Forest of Njilldur. Legends speak of ancient rituals gone awry and powerful curses that have warped the natural order, giving rise to abominations such as the Decaying Bear.
==Habitat==
The Decaying Bear makes its home amidst the tangled undergrowth and shadowy glades of The Forest of Njilldur. Here, amidst the decaying trees and swirling mists, it hunts for prey and guards its territory with a fierce determination. Few creatures dare to venture into its domain, for those that do risk encountering the wrath of this fearsome beast.
==Behavior==
Outwardly aggressive and territorial, the Decaying Bear will attack any intruders on sight, driven by a primal instinct to defend its territory and satisfy its insatiable hunger. Despite its decaying form, it possesses a keen intelligence and cunning, often laying traps for unwary travelers and ambushing them when they least expect it.
==Peculiar Properties==
One of the most peculiar aspects of the Decaying Bear is its unique relationship with the dark magic that permeates The Forest of Njilldur. While most creatures would succumb to the ravages of decay outside of the forest, the bear somehow manages to retain its semblance of life within its shadowy confines. Scholars and adventurers alike have long been fascinated by this phenomenon, seeking to uncover the secrets behind the bear's unnaturally prolonged existence.
=Stat Block=
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593
592
2024-04-24T16:15:21Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Decayingbear.png|frame|left]]
The Decaying Bear is a formidable creature that roams the dark and foreboding depths of [[The Forest of Njilldur]]. Residing in a perpetual state between life and death, this necrotic beast appears as if it is in a constant state of decay, yet it continues to shamble onward with an eerie determination.
==Description==
The Decaying Bear is a sight to behold, its once majestic form now twisted by the ravages of time and necrotic energy. Covered in rotting fur and patches of decaying flesh, it exudes an aura of death and decay wherever it treads. Despite its grotesque appearance, the bear moves with surprising agility and strength, its movements fueled by an otherworldly vitality.
==Origins==
The origins of the Decaying Bear are shrouded in mystery, with many speculating that it is a product of the dark and twisted magics that permeate The Forest of Njilldur. Legends speak of ancient rituals gone awry and powerful curses that have warped the natural order, giving rise to abominations such as the Decaying Bear.
==Habitat==
The Decaying Bear makes its home amidst the tangled undergrowth and shadowy glades of The Forest of Njilldur. Here, amidst the decaying trees and swirling mists, it hunts for prey and guards its territory with a fierce determination. Few creatures dare to venture into its domain, for those that do risk encountering the wrath of this fearsome beast.
==Behavior==
Outwardly aggressive and territorial, the Decaying Bear will attack any intruders on sight, driven by a primal instinct to defend its territory and satisfy its insatiable hunger. Despite its decaying form, it possesses a keen intelligence and cunning, often laying traps for unwary travelers and ambushing them when they least expect it.
==Peculiar Properties==
One of the most peculiar aspects of the Decaying Bear is its unique relationship with the dark magic that permeates The Forest of Njilldur. While most creatures would succumb to the ravages of decay outside of the forest, the bear somehow manages to retain its semblance of life within its shadowy confines. Scholars and adventurers alike have long been fascinated by this phenomenon, seeking to uncover the secrets behind the bear's unnaturally prolonged existence.
=Stat Block=
'''Decaying Bear'''
<br>
''Large undead, neutral evil''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 85 (10d10 + 30)
<br>
'''Speed:''' 40 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 18 (+4) || 12 (+1) || 16 (+3) || 6 (-2) || 12 (+1) || 7 (-2)
|}
'''Skills:''' Perception +3
<br>
'''Damage Resistances:''' necrotic
<br>
'''Damage Immunities:''' poison
<br>
'''Condition Immunities:''' poisoned
<br>
'''Senses:''' darkvision 60 ft., passive Perception 13
<br>
'''Languages:''' understands Common but can't speak
<br>
'''Keen Smell:''' The bear has advantage on Wisdom (Perception) checks that rely on smell.
<br>
'''Multiattack:''' The bear makes two attacks: one with its bite and one with its claws.
<br>
'''Bite:''' Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) piercing damage.
<br>
'''Claws:''' Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage.
<br>
'''Decay Aura:''' At the start of each of its turns, each creature within 10 feet of the bear must make a DC 14 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature that touches the bear or hits it with a melee attack while within 5 feet of it takes the same damage.
<br>
'''Regeneration:''' The bear regains 10 hit points at the start of its turn. If the bear takes radiant damage, this trait doesn't function at the start of its next turn. The bear dies only if it starts its turn with 0 hit points and doesn't regenerate.
<br>
'''Undead Fortitude:''' If damage reduces the bear to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the bear drops to 1 hit point instead.
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594
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2024-04-24T16:18:52Z
Dnavas
2
Protected "[[Decaying Bear]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Decayingbear.png|frame|left]]
The Decaying Bear is a formidable creature that roams the dark and foreboding depths of [[The Forest of Njilldur]]. Residing in a perpetual state between life and death, this necrotic beast appears as if it is in a constant state of decay, yet it continues to shamble onward with an eerie determination.
==Description==
The Decaying Bear is a sight to behold, its once majestic form now twisted by the ravages of time and necrotic energy. Covered in rotting fur and patches of decaying flesh, it exudes an aura of death and decay wherever it treads. Despite its grotesque appearance, the bear moves with surprising agility and strength, its movements fueled by an otherworldly vitality.
==Origins==
The origins of the Decaying Bear are shrouded in mystery, with many speculating that it is a product of the dark and twisted magics that permeate The Forest of Njilldur. Legends speak of ancient rituals gone awry and powerful curses that have warped the natural order, giving rise to abominations such as the Decaying Bear.
==Habitat==
The Decaying Bear makes its home amidst the tangled undergrowth and shadowy glades of The Forest of Njilldur. Here, amidst the decaying trees and swirling mists, it hunts for prey and guards its territory with a fierce determination. Few creatures dare to venture into its domain, for those that do risk encountering the wrath of this fearsome beast.
==Behavior==
Outwardly aggressive and territorial, the Decaying Bear will attack any intruders on sight, driven by a primal instinct to defend its territory and satisfy its insatiable hunger. Despite its decaying form, it possesses a keen intelligence and cunning, often laying traps for unwary travelers and ambushing them when they least expect it.
==Peculiar Properties==
One of the most peculiar aspects of the Decaying Bear is its unique relationship with the dark magic that permeates The Forest of Njilldur. While most creatures would succumb to the ravages of decay outside of the forest, the bear somehow manages to retain its semblance of life within its shadowy confines. Scholars and adventurers alike have long been fascinated by this phenomenon, seeking to uncover the secrets behind the bear's unnaturally prolonged existence.
=Stat Block=
'''Decaying Bear'''
<br>
''Large undead, neutral evil''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 85 (10d10 + 30)
<br>
'''Speed:''' 40 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 18 (+4) || 12 (+1) || 16 (+3) || 6 (-2) || 12 (+1) || 7 (-2)
|}
'''Skills:''' Perception +3
<br>
'''Damage Resistances:''' necrotic
<br>
'''Damage Immunities:''' poison
<br>
'''Condition Immunities:''' poisoned
<br>
'''Senses:''' darkvision 60 ft., passive Perception 13
<br>
'''Languages:''' understands Common but can't speak
<br>
'''Keen Smell:''' The bear has advantage on Wisdom (Perception) checks that rely on smell.
<br>
'''Multiattack:''' The bear makes two attacks: one with its bite and one with its claws.
<br>
'''Bite:''' Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) piercing damage.
<br>
'''Claws:''' Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage.
<br>
'''Decay Aura:''' At the start of each of its turns, each creature within 10 feet of the bear must make a DC 14 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature that touches the bear or hits it with a melee attack while within 5 feet of it takes the same damage.
<br>
'''Regeneration:''' The bear regains 10 hit points at the start of its turn. If the bear takes radiant damage, this trait doesn't function at the start of its next turn. The bear dies only if it starts its turn with 0 hit points and doesn't regenerate.
<br>
'''Undead Fortitude:''' If damage reduces the bear to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the bear drops to 1 hit point instead.
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599
594
2024-04-24T16:33:55Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Decayingbear.png|frame|left]]
The Decaying Bear is a formidable creature that roams the dark and foreboding depths of [[The Forest of Njilldur]]. Residing in a perpetual state between life and death, this necrotic beast appears as if it is in a constant state of decay, yet it continues to shamble onward with an eerie determination.
==Description==
The Decaying Bear is a sight to behold, its once majestic form now twisted by the ravages of time and necrotic energy. Covered in rotting fur and patches of decaying flesh, it exudes an aura of death and decay wherever it treads. Despite its grotesque appearance, the bear moves with surprising agility and strength, its movements fueled by an otherworldly vitality.
==Origins==
The origins of the Decaying Bear are shrouded in mystery, with many speculating that it is a product of the dark and twisted magics that permeate The Forest of Njilldur. Legends speak of ancient rituals gone awry and powerful curses that have warped the natural order, giving rise to abominations such as the Decaying Bear.
==Habitat==
The Decaying Bear makes its home amidst the tangled undergrowth and shadowy glades of The Forest of Njilldur. Here, amidst the decaying trees and swirling mists, it hunts for prey and guards its territory with a fierce determination. Few creatures dare to venture into its domain, for those that do risk encountering the wrath of this fearsome beast.
==Behavior==
Outwardly aggressive and territorial, the Decaying Bear will attack any intruders on sight, driven by a primal instinct to defend its territory and satisfy its insatiable hunger. Despite its decaying form, it possesses a keen intelligence and cunning, often laying traps for unwary travelers and ambushing them when they least expect it.
==Peculiar Properties==
One of the most peculiar aspects of the Decaying Bear is its unique relationship with the dark magic that permeates The Forest of Njilldur. While most creatures would succumb to the ravages of decay outside of the forest, the bear somehow manages to retain its semblance of life within its shadowy confines. Scholars and adventurers alike have long been fascinated by this phenomenon, seeking to uncover the secrets behind the bear's unnaturally prolonged existence.
=Stat Block=
'''Decaying Bear'''
<br>
''Large undead, neutral evil''
<br>
'''Armor Class:''' 15 (natural armor)
<br>
'''Hit Points:''' 85 (10d10 + 30)
<br>
'''Speed:''' 40 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 18 (+4) || 12 (+1) || 16 (+3) || 6 (-2) || 12 (+1) || 7 (-2)
|}
'''Skills:''' Perception +3
<br>
'''Damage Resistances:''' necrotic
<br>
'''Damage Immunities:''' poison
<br>
'''Condition Immunities:''' poisoned
<br>
'''Senses:''' darkvision 60 ft., passive Perception 13
<br>
'''Languages:''' understands Common but can't speak
----
'''Keen Smell:''' The bear has advantage on Wisdom (Perception) checks that rely on smell.
----
'''Multiattack:''' The bear makes two attacks: one with its bite and one with its claws.
<br>
'''Bite:''' Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) piercing damage.
<br>
'''Claws:''' Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage.
----
'''Decay Aura:''' At the start of each of its turns, each creature within 10 feet of the bear must make a DC 14 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature that touches the bear or hits it with a melee attack while within 5 feet of it takes the same damage.
<br>
'''Regeneration:''' The bear regains 10 hit points at the start of its turn. If the bear takes radiant damage, this trait doesn't function at the start of its next turn. The bear dies only if it starts its turn with 0 hit points and doesn't regenerate.
<br>
'''Undead Fortitude:''' If damage reduces the bear to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the bear drops to 1 hit point instead.
23f6973e78c28bdd0e14a703dde90ad39e7dbb57
File:Decayingvulture.png
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596
2024-04-24T16:25:10Z
Dnavas
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wikitext
text/x-wiki
vulture
d4087e8efd1961777fe7013b5c79373b6e655cd9
Decaying Vulture
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221
597
2024-04-24T16:25:52Z
Dnavas
2
Created page with "[[File:Decayingvulture.png|frame|left]] The Decaying Vulture is a peculiar creature found exclusively within the eerie depths of [[The Forest of Njilldur]]. This necrotic avian entity exists in a perpetual state of decay, its appearance and demeanor evoking a haunting blend of life and death. Despite its ghastly visage, the Decaying Vulture continues to soar through the forest skies, seemingly unaffected by the natural laws of mortality. ==Description and Behavior== Re..."
wikitext
text/x-wiki
[[File:Decayingvulture.png|frame|left]]
The Decaying Vulture is a peculiar creature found exclusively within the eerie depths of [[The Forest of Njilldur]]. This necrotic avian entity exists in a perpetual state of decay, its appearance and demeanor evoking a haunting blend of life and death. Despite its ghastly visage, the Decaying Vulture continues to soar through the forest skies, seemingly unaffected by the natural laws of mortality.
==Description and Behavior==
Resembling a vulture in its physical form, the Decaying Vulture exhibits pronounced signs of decomposition, with its flesh and feathers mottled and tattered. Despite its apparent state of decay, the vulture retains the ability to fly with unsettling grace, effortlessly navigating the dense canopy of the forest.
The Decaying Vulture is an aggressive predator, displaying a keen instinct for locating and pursuing potential prey. It circles ominously overhead, its rotting form serving as a chilling harbinger of imminent danger to any unfortunate travelers who cross its path. When threatened or provoked, the vulture swoops down with startling speed, unleashing a barrage of talons and beak upon its victims.
==Ecology and Habitat==
The Forest of Njilldur serves as the exclusive habitat for the Decaying Vulture, providing the ideal environment for its unnerving existence. Within the confines of the forest's twisted landscape, the vulture thrives amidst the pervasive aura of dark magic that permeates the air. It is believed that the potent arcane energies of the forest sustain the vulture's unnatural state of decay, granting it an eerie semblance of life despite its macabre appearance.
==Interactions with Other Creatures==
The Decaying Vulture is a solitary hunter, rarely seen in the company of others of its kind. It preys upon the various denizens of the forest, including small animals and unwary travelers who venture too deep into its domain. Despite its formidable nature, the vulture is not immune to competition from other predators, and clashes may occur when territories overlap or resources become scarce.
==Threat Level==
Due to its aggressive behavior and formidable hunting prowess, the Decaying Vulture poses a significant threat to those who traverse The Forest of Njilldur. Travelers are advised to exercise caution and remain vigilant when journeying through the forest, as encounters with this sinister creature can quickly turn deadly.
=Stat Block=
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2024-04-24T16:32:13Z
Dnavas
2
/* Stat Block */
wikitext
text/x-wiki
[[File:Decayingvulture.png|frame|left]]
The Decaying Vulture is a peculiar creature found exclusively within the eerie depths of [[The Forest of Njilldur]]. This necrotic avian entity exists in a perpetual state of decay, its appearance and demeanor evoking a haunting blend of life and death. Despite its ghastly visage, the Decaying Vulture continues to soar through the forest skies, seemingly unaffected by the natural laws of mortality.
==Description and Behavior==
Resembling a vulture in its physical form, the Decaying Vulture exhibits pronounced signs of decomposition, with its flesh and feathers mottled and tattered. Despite its apparent state of decay, the vulture retains the ability to fly with unsettling grace, effortlessly navigating the dense canopy of the forest.
The Decaying Vulture is an aggressive predator, displaying a keen instinct for locating and pursuing potential prey. It circles ominously overhead, its rotting form serving as a chilling harbinger of imminent danger to any unfortunate travelers who cross its path. When threatened or provoked, the vulture swoops down with startling speed, unleashing a barrage of talons and beak upon its victims.
==Ecology and Habitat==
The Forest of Njilldur serves as the exclusive habitat for the Decaying Vulture, providing the ideal environment for its unnerving existence. Within the confines of the forest's twisted landscape, the vulture thrives amidst the pervasive aura of dark magic that permeates the air. It is believed that the potent arcane energies of the forest sustain the vulture's unnatural state of decay, granting it an eerie semblance of life despite its macabre appearance.
==Interactions with Other Creatures==
The Decaying Vulture is a solitary hunter, rarely seen in the company of others of its kind. It preys upon the various denizens of the forest, including small animals and unwary travelers who venture too deep into its domain. Despite its formidable nature, the vulture is not immune to competition from other predators, and clashes may occur when territories overlap or resources become scarce.
==Threat Level==
Due to its aggressive behavior and formidable hunting prowess, the Decaying Vulture poses a significant threat to those who traverse The Forest of Njilldur. Travelers are advised to exercise caution and remain vigilant when journeying through the forest, as encounters with this sinister creature can quickly turn deadly.
=Stat Block=
'''Decaying Vulture'''
<br>
''Medium undead, neutral evil''
<br>
'''Armor Class:''' 12 (natural armor)
<br>
'''Hit Points:''' 45 (6d8 + 18)
<br>
'''Speed:''' 20 ft., fly 60 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 12 (+1) || 14 (+2) || 16 (+3) || 6 (-2) || 12 (+1) || 8 (-1)
|}
----
'''Skills:''' Perception +3
<br>
'''Damage Resistances:''' necrotic
<br>
'''Senses darkvision:''' 60 ft., passive Perception 13
<br>
'''Languages:''' understands Common but can't speak
----
'''Keen Sight:''' The decaying vulture has advantage on Wisdom (Perception) checks that rely on sight.
<br>
'''Rotting Form:''' The decaying vulture's attacks are imbued with necrotic energy. When it hits with a melee attack, it deals an extra 7 (2d6) necrotic damage.
----
'''Actions:'''
<br>
'''Multiattack:''' The decaying vulture makes two attacks: one with its beak and one with its talons.
<br>
'''Beak:''' Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) necrotic damage.
<br>
'''Talons:''' Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 7 (2d6) necrotic damage.
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spore
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Flesh Spore
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Created page with "[[File:Fleshspore.png|frame|left]] The Flesh Spore is a peculiar and unsettling creature that roams the eerie depths of [[The Forest of Njilldur]]. Resembling an amalgamation of flesh and fungi in small bulbous form, this necrotic living spore is both mysterious and terrifying to those who dare to encounter it. ==Description== The Flesh Spore is believed to be the result of a sinister fusion between decaying flesh and the malevolent fungi that pervades The Forest of Nji..."
wikitext
text/x-wiki
[[File:Fleshspore.png|frame|left]]
The Flesh Spore is a peculiar and unsettling creature that roams the eerie depths of [[The Forest of Njilldur]]. Resembling an amalgamation of flesh and fungi in small bulbous form, this necrotic living spore is both mysterious and terrifying to those who dare to encounter it.
==Description==
The Flesh Spore is believed to be the result of a sinister fusion between decaying flesh and the malevolent fungi that pervades The Forest of Njilldur. It manifests as a small, bulbous entity, its grotesque form hinting at its grim origins. Many speculate that it is the reanimated bodies of those who perished in the forest, twisted and warped by the dark energies that saturate the land.
==Anatomy==
The body of the Flesh Spore is brimming with fungal gases, causing it to swell and pulsate ominously as it moves through the forest. It possesses growths that serve as rudimentary arms and legs, allowing it to meander across the forest floor with an eerie sense of purpose. These growths, though crude in form, enable the Flesh Spore to navigate its environment with surprising agility.
==Behavior==
Despite its diminutive size, the Flesh Spore is not to be underestimated. When it senses a threat, it exhibits a startling display of aggression, charging towards its target with single-minded determination. In a disturbing and grotesque act of self-defense, the Flesh Spore will inflate itself until it reaches a critical point, at which it bursts open, releasing a noxious cloud of poisonous spores and fleshy contents upon its surroundings.
==Habitat==
The Flesh Spore is predominantly found within the dark and foreboding depths of The Forest of Njilldur, where the air is thick with the scent of decay and the ground is blanketed with layers of decaying foliage. It is in this sinister environment that the Flesh Spore thrives, its grotesque form blending seamlessly with the twisted landscape of the forest.
==Interactions==
Encounters with the Flesh Spore are rare but fraught with danger. Travelers who stumble upon these malevolent creatures are advised to exercise caution, as the Flesh Spore's toxic emissions can have dire consequences for the unwary. Those who dare to venture into The Forest of Njilldur would do well to remain vigilant and steer clear of these enigmatic and unsettling entities.
=Stat Block=
'''Flesh Spore'''
<br>
''Small undead, neutral evil''
<br>
'''Armor Class:''' 12
<br>
'''Hit Points:''' 22 (5d6 + 5)
<br>
'''Speed:''' 30 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 10 (+0) || 14 (+2) || 12 (+1) || 5 (-3) || 8 (-1) || 5 (-3)
|}
'''Damage Immunities:''' poison
'''Condition Immunities:''' poisoned
'''Senses:''' darkvision 60 ft., passive Perception 9
'''Languages:''' understands Common but can't speak
----
'''Exploding Spores:''' When the flesh spore drops to 0 hit points, it explodes in a burst of poisonous spores and fleshy contents. Each creature within 10 feet of the flesh spore must make a DC 11 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
<br>
'''Fungal Gas:''' Any creature that starts its turn within 5 feet of the flesh spore must succeed on a DC 11 Constitution saving throw or become poisoned until the start of its next turn.
----
'''Actions:'''
<br>
'''Multiattack:''' The flesh spore makes two attacks: one with its Bite and one with its Slam.
<br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
<br>
'''Slam:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
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Dnavas
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/* Stat Block */
wikitext
text/x-wiki
[[File:Fleshspore.png|frame|left]]
The Flesh Spore is a peculiar and unsettling creature that roams the eerie depths of [[The Forest of Njilldur]]. Resembling an amalgamation of flesh and fungi in small bulbous form, this necrotic living spore is both mysterious and terrifying to those who dare to encounter it.
==Description==
The Flesh Spore is believed to be the result of a sinister fusion between decaying flesh and the malevolent fungi that pervades The Forest of Njilldur. It manifests as a small, bulbous entity, its grotesque form hinting at its grim origins. Many speculate that it is the reanimated bodies of those who perished in the forest, twisted and warped by the dark energies that saturate the land.
==Anatomy==
The body of the Flesh Spore is brimming with fungal gases, causing it to swell and pulsate ominously as it moves through the forest. It possesses growths that serve as rudimentary arms and legs, allowing it to meander across the forest floor with an eerie sense of purpose. These growths, though crude in form, enable the Flesh Spore to navigate its environment with surprising agility.
==Behavior==
Despite its diminutive size, the Flesh Spore is not to be underestimated. When it senses a threat, it exhibits a startling display of aggression, charging towards its target with single-minded determination. In a disturbing and grotesque act of self-defense, the Flesh Spore will inflate itself until it reaches a critical point, at which it bursts open, releasing a noxious cloud of poisonous spores and fleshy contents upon its surroundings.
==Habitat==
The Flesh Spore is predominantly found within the dark and foreboding depths of The Forest of Njilldur, where the air is thick with the scent of decay and the ground is blanketed with layers of decaying foliage. It is in this sinister environment that the Flesh Spore thrives, its grotesque form blending seamlessly with the twisted landscape of the forest.
==Interactions==
Encounters with the Flesh Spore are rare but fraught with danger. Travelers who stumble upon these malevolent creatures are advised to exercise caution, as the Flesh Spore's toxic emissions can have dire consequences for the unwary. Those who dare to venture into The Forest of Njilldur would do well to remain vigilant and steer clear of these enigmatic and unsettling entities.
=Stat Block=
'''Flesh Spore'''
<br>
''Small undead, neutral evil''
<br>
'''Armor Class:''' 12
<br>
'''Hit Points:''' 22 (5d6 + 5)
<br>
'''Speed:''' 30 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 10 (+0) || 14 (+2) || 12 (+1) || 5 (-3) || 8 (-1) || 5 (-3)
|}
'''Damage Immunities:''' poison
<br>
'''Condition Immunities:''' poisoned
<br>
'''Senses:''' darkvision 60 ft., passive Perception 9
<br>
'''Languages:''' understands Common but can't speak
----
'''Exploding Spores:''' When the flesh spore drops to 0 hit points, it explodes in a burst of poisonous spores and fleshy contents. Each creature within 10 feet of the flesh spore must make a DC 11 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
<br>
'''Fungal Gas:''' Any creature that starts its turn within 5 feet of the flesh spore must succeed on a DC 11 Constitution saving throw or become poisoned until the start of its next turn.
----
'''Actions:'''
<br>
'''Multiattack:''' The flesh spore makes two attacks: one with its Bite and one with its Slam.
<br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
<br>
'''Slam:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
f8ec3ac97b7ecea8d395c860591d699ee921e65e
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Dnavas
2
Protected "[[Flesh Spore]]" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))
wikitext
text/x-wiki
[[File:Fleshspore.png|frame|left]]
The Flesh Spore is a peculiar and unsettling creature that roams the eerie depths of [[The Forest of Njilldur]]. Resembling an amalgamation of flesh and fungi in small bulbous form, this necrotic living spore is both mysterious and terrifying to those who dare to encounter it.
==Description==
The Flesh Spore is believed to be the result of a sinister fusion between decaying flesh and the malevolent fungi that pervades The Forest of Njilldur. It manifests as a small, bulbous entity, its grotesque form hinting at its grim origins. Many speculate that it is the reanimated bodies of those who perished in the forest, twisted and warped by the dark energies that saturate the land.
==Anatomy==
The body of the Flesh Spore is brimming with fungal gases, causing it to swell and pulsate ominously as it moves through the forest. It possesses growths that serve as rudimentary arms and legs, allowing it to meander across the forest floor with an eerie sense of purpose. These growths, though crude in form, enable the Flesh Spore to navigate its environment with surprising agility.
==Behavior==
Despite its diminutive size, the Flesh Spore is not to be underestimated. When it senses a threat, it exhibits a startling display of aggression, charging towards its target with single-minded determination. In a disturbing and grotesque act of self-defense, the Flesh Spore will inflate itself until it reaches a critical point, at which it bursts open, releasing a noxious cloud of poisonous spores and fleshy contents upon its surroundings.
==Habitat==
The Flesh Spore is predominantly found within the dark and foreboding depths of The Forest of Njilldur, where the air is thick with the scent of decay and the ground is blanketed with layers of decaying foliage. It is in this sinister environment that the Flesh Spore thrives, its grotesque form blending seamlessly with the twisted landscape of the forest.
==Interactions==
Encounters with the Flesh Spore are rare but fraught with danger. Travelers who stumble upon these malevolent creatures are advised to exercise caution, as the Flesh Spore's toxic emissions can have dire consequences for the unwary. Those who dare to venture into The Forest of Njilldur would do well to remain vigilant and steer clear of these enigmatic and unsettling entities.
=Stat Block=
'''Flesh Spore'''
<br>
''Small undead, neutral evil''
<br>
'''Armor Class:''' 12
<br>
'''Hit Points:''' 22 (5d6 + 5)
<br>
'''Speed:''' 30 ft.
<br>
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 10 (+0) || 14 (+2) || 12 (+1) || 5 (-3) || 8 (-1) || 5 (-3)
|}
'''Damage Immunities:''' poison
<br>
'''Condition Immunities:''' poisoned
<br>
'''Senses:''' darkvision 60 ft., passive Perception 9
<br>
'''Languages:''' understands Common but can't speak
----
'''Exploding Spores:''' When the flesh spore drops to 0 hit points, it explodes in a burst of poisonous spores and fleshy contents. Each creature within 10 feet of the flesh spore must make a DC 11 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
<br>
'''Fungal Gas:''' Any creature that starts its turn within 5 feet of the flesh spore must succeed on a DC 11 Constitution saving throw or become poisoned until the start of its next turn.
----
'''Actions:'''
<br>
'''Multiattack:''' The flesh spore makes two attacks: one with its Bite and one with its Slam.
<br>
'''Bite:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
<br>
'''Slam:''' Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.
f8ec3ac97b7ecea8d395c860591d699ee921e65e